In regards to making a radar beacon rotate

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MoonFox

L10: Glamorous Member
Mar 17, 2015
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With some miscellaneous detailing, and I wanted to have a dynamic spinning (deadly electric) radar beacon rotating around.
models/props_spytech/radar_top001.mdl

Now my current up is that the Trigger_hurt is parented to the prop, and the prop is parented to a func_rotating. Which the wiki says doesn't work (https://developer.valvesoftware.com/wiki/Func_rotating). What I'm asking is to see if there is a way to do this, as I know it works (if I remember correctly) on barnblitz, with the rotating track piece. Just a quick side question: does the rotating section have to match the size of the moving object, or just act as a small pivot to move?
 

zahndah

professional letter
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Jul 4, 2015
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Instead of a func_rotating you have to use a func_door_rotating
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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Alright, now what about the second question?
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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and it works only once, how do I get it to loop indefinitely?
 

zahndah

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Jul 4, 2015
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set the lip really high would make it spin alot, but you cant make it spin forever. also, I think it can just be a small pivot with the radar parented.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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74
set the lip really high would make it spin alot, but you cant make it spin forever. also, I think it can just be a small pivot with the radar parented.
lets see
 

MoonFox

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Mar 17, 2015
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tyler

aa
Sep 11, 2013
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From the dev wiki:

!activator
The entity that began the current I/O chain. If a player walks into a trigger that fires a logic_relay, the player is the !activator of the relay's output(s).​
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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so basically its a neutral statement, and with that, how do I get it looping without an extra trigger
 

Freyja

aa
Jul 31, 2009
2,994
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On the door: OnFullyOpen > !self > Open

As long as your move distance is a multiple of 360 this should work.