[HELP]Adding a keyframe using trigger

Scaine

L1: Registered
Jan 13, 2012
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0
Hey!
I am looking for a way to add ( and remove ) a keyframe to move_rope.
Can anyone help me with that?
If someone wants to know why, it's because I map for a gamemode ( parkour fortress ) where move_rope and the keyframes are used for ziplines, so players can use them to transport, and this specific rope will be an easter egg zipline.
Thanks!
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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Why do you need to be able to dynamically add a keyframe to the rope? Can't they just zip down the rope that's already there? More importantly, have you already checked if the other mechanics required to make a zipline work are doable? If nothing else, you're not going to be able to make the characters animate like they're actually holding a zipline thingy.
 

Scaine

L1: Registered
Jan 13, 2012
18
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It's all there, the gamemode is ready and over 20 maps are on the server. ( And the gamemode is alive for 2 years already, with all the animations and etc but thats not the point )
I need to dynamically add a keyframe to the rope because it is an easter egg, they have to first activate a trigger and only then go to the rope which leads them to a trigger_teleport.
To make it clear-er
1)Player activates a trigger
2)Rope revealed
3)After 20 secs rope disappears
4)Trigger can be reusable.
They can zip down a rope which is already there, but again this specific rope is an easter egg.
 
Jan 8, 2011
397
393
Scaine, I've mapped for PF before. I don't know about adding a new zipline, dynamically. Can you just work around it by making a door open when the button's pressed and closing it as soon as the player passes through?
 

Scaine

L1: Registered
Jan 13, 2012
18
0
Well for now I just made the trigger control a block, which gives access to a visible zipline.
Though I still prefer to make a dynamic zipline.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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It might be a problem because ropes are not fully functional in TF2, you can't template them, or parent them. The best you could do is use a couple logic_measure_movement to move the move_rope and keyframe_rope out of reach.
 

pepsiboy3

L1: Registered
Nov 6, 2010
2
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It might be a problem because ropes are not fully functional in TF2, you can't template them, or parent them. The best you could do is use a couple logic_measure_movement to move the move_rope and keyframe_rope out of reach.

could you show us the video for it?
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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The logic_measure_movement will move one entity relative to another's motion. For a situation like this, set both references to the same thing (I usually use the LMM itself as the reference location).

Then make some moveable entity (like a door, or func_movelinear) that travels the distance you need your rope to move to be out of reach. Make that the entity to measure.
Set your rope as the entity to move, then when you trigger the door/whatever to open and close, the rope will be moved in sync with it.

It's like parenting without parenting, because parenting doesn't work on ropes in TF2.