Rotation Turmoil

BigBros

L3: Member
Aug 20, 2014
147
31
So, I wanted to make this cool thing, where once the cart was pushed to a certain location, a large circular part of the floor would start rotating, and sink into the ground, moving the floor, players, cart and any gameplay elements with it, changing the game entirely.

I have tested around with it a bit, but have found that func_rotating doesnt work D:

I was thinking, if i made around 16-32 segments of my rotating section, and made them func_conveyer, each pointing towards the next, and activated it when the cart was there, and then parented all the func_converyers to something that moved down, would it be possible for my desired effect to be achieved?

Then I would just have to work out how to move everything else with it :p

Would anyone else know a better/more feasible way of doing this, or is this simply impossible in the TF2 Source Engine.
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
i'm tired but look into func_door or func_door_rotating
 

BigBros

L3: Member
Aug 20, 2014
147
31
Can I group/parent blocks, entities and models to func_door/func_door_rotating? I have had a bit of experience with them but not something complicated like this..
 
Last edited:

Freyja

aa
Jul 31, 2009
2,994
5,813
Yes, you just set their parent to the door. Any children will move relative to their parents. Physics objects (players) will move with it more or less automatically.
 

BigBros

L3: Member
Aug 20, 2014
147
31
Thanks for all your help so far guys :D

So I made a func_door_rotating, and it moves anything I put onto it - blocks, props, grenades, etc. (the door is a cylinder) but it wont move players. Is there an option that allows players to slide along with the door?
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
4,775
7,669
If I remember right, look for the "Solid Type" key, and change it from Vphysics to BSP. I think that will do it. (V physics are very stripped down in TF2, so it doesn't work as it should, but the older Q physics does)
 

BigBros

L3: Member
Aug 20, 2014
147
31
Didnt work either D:

Now looking into deathrun maps, to see if any traps spin, and then will decompile.
 

xzzy

aa
Jan 30, 2010
815
531
Just beware that it may cause issues with play mechanics.. make sure you test stickies and engineer buildings (especially teleporters) as both of them have issues with dynamic map features.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Are things not spinning right? Do you need help getting around? Rotation Turmoil?
Sounds like you need new and improved Rotation Turn-oil! Guaranteed to work so fast your head will spin!

so sorry, it popped into my head and wouldn't go away so I had to...
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Are things not spinning right? Do you need help getting around? Rotation Turmoil?
Sounds like you need new and improved Rotation Turn-oil! Guaranteed to work so fast your head will spin!

so sorry, it popped into my head and wouldn't go away so I had to...
That's some damn good snarketing there.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
If you put players directly on to a func_door_rotating, they should be moving with it. Not sure why they aren't, currently. Anyway, when you get it working, it will be very jerky for them, not an ideal play experience.

You may also find that when two players touch each other, it stops the motion of the door. It can also cause these players blocking damage if any is specified.

You can attempt to circumvent that by making all your platform func_brush, and parenting it to a small, invisible func_door_rotating. In its spawn flags, set it to 'Non-solid to player'.

You may find it simpler to restrict the motion of the platform to straight-forward up and down. Then rotate it when it reaches the bottom.

I'm working on a DR map at the moment that has a massive rotating wooden cog.
 

BigBros

L3: Member
Aug 20, 2014
147
31
Dont worry, I worked out a solution that seems to work, no matter how stupid it sounds: func_conveyer.

I have segmented my circle up into tonnes of little segments, each its own func_conveyer, pushing the player a bit further around the platform, and hence moving them around the circle. First two stages should be finished by tonight and be ready for play testing this weekend.

Now just need to work out how to stop stickies, etc. from sliding.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Good news, though! Sandviches will travel on a func_conveyor, but continue to travel, and float, in the same direction.

Deathrun maps :)