rotating tracktrain

ABIGFUKKENBUTT

L1: Registered
Sep 30, 2009
2
0
I'm currently trying to make a tracktrain that's basically a cube that rotates on an axis and kills players who touch it. I have the tracktrain and killing part down, getting the rotation to work, however, has been causing me an endless amount of greif.

func_rotating doesn't seem to work for tf2, so I tried using a func_physbox and a func_motor and planned on parenting them to the func_tracktrain get the effect I desired. Until I discovered you can't parent motors. Is there an easier way to do what I want that I've overlooked?(My knowledge of Hammer is fairly basic)

I would really appreciate some help. I am at my wit's end over here! ):
 

Tehrasha

L3: Member
Nov 5, 2009
115
28
You could try to manually add a 'parentname' to phys_motor to see if it just works. :)

Otherwise, if you dont care that it will eventually reverse rotational direction, use a func_door_rotating and set its distance to some large number like 36000 (100 full rotations)

Then set its outputs to

OnFullyOpen > Close
OnFullyClose > Open

Unless you are triggering it in some other way, you will also need a logic_auto to start the rotation at the beginning of the round.