How to make things rotate?

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bomc

L2: Junior Member
Sep 25, 2008
83
18
Hey, i am making a map where i use the crane-controlpoint-thing from well as the middle point, and i thougt i would be fun to make it rotate slowly.
Is there any way to do this? And how?
I am pretty new to hammer, so make it understandable :p
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
i think the general consensus is to set up a 4 point, small track train path.
just remember you cannot build engineer buildings on a moving platform.
 

bomc

L2: Junior Member
Sep 25, 2008
83
18
ehmm..... and how do i do that??:blushing:
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
i think the general consensus is to set up a 4 point, small track train path.
just remember you cannot build engineer buildings on a moving platform.

Actually someone came up with a way of using something like a func_motor which was much simpler. However the method escapes me and the search feature fails me. Setting up a track and train is a messy way of doing it.
However, none of the work arounds for valve's breaking of func_rotating we have are particularly nice.

So unless you're ready to get your hands dirty and do some kinda-complex (from a new mapper's point of view) entity work the simple answer is "things don't rotate in TF2."
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
although, a func rotating might work in this case if he uses a cylinder - the func rotating does till rotate even if it doesn't look like it does, so standing on it will still spin you around and around
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
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The collisions of the func_rotating partially work, yes you'll spin if it's stood on (but it will irregularly bump you if at it's side), but whatever is parented to it doesn't spin either, so it still wouldn't really work for him.

Since you want it to rotate slowly, a workaround is easier than for fast things.
Use a func_door_rotating with it's distance set extremely high. Do the math for whatever speed you want to make it take an hour to "open". For example, if you choose a speed of 30 (degrees per second), it will take 12 seconds to complete one rotation, which means 300 rotations are needed for an hour, which means your distance should be 300*360=108000 degrees.

After that, you'll need a logic_auto to begin the door opening at the start of the round. Lastly, all the crane models should be on prop_dynamic entities, with their parent set to the door's name.
 

bomc

L2: Junior Member
Sep 25, 2008
83
18
The collisions of the func_rotating partially work, yes you'll spin if it's stood on (but it will irregularly bump you if at it's side), but whatever is parented to it doesn't spin either, so it still wouldn't really work for him.

Since you want it to rotate slowly, a workaround is easier than for fast things.
Use a func_door_rotating with it's distance set extremely high. Do the math for whatever speed you want to make it take an hour to "open". For example, if you choose a speed of 30 (degrees per second), it will take 12 seconds to complete one rotation, which means 300 rotations are needed for an hour, which means your distance should be 300*360=108000 degrees.

After that, you'll need a logic_auto to begin the door opening at the start of the round. Lastly, all the crane models should be on prop_dynamic entities, with their parent set to the door's name.

Thanks i'll try that


"things don't rotate in TF2."

well, the chimney from 2fort does :p
 

Laz

L420: High Member
Jul 5, 2008
461
35
I also use the func_door_rotating trick, I once used it on a satalite dish, set it distance to about 150, and have it trigger itself to start closing when fully opened, and vice versa. had the dish going back and forward slowly :)
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
I think that this is what Youme was looking for.
 

bomc

L2: Junior Member
Sep 25, 2008
83
18
I just tried using the func_door_rotating, and it works fine, there is just one problem. When i stand on the rotating platform near the wires, then the platform starts rotating the other way. Could it help to make playerclips around the platform and the wires? And how can i make the playerclips rotate too?

EDIT// it seems like the "door" is closing when i stand near the wires, because it stops some time after it changs direction (unless i "open" it again).

EDIT 2// i created an output that made the "door" open every time it closed, so now the platform just stops moving when you stand there
 
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Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
I just tried using the func_door_rotating, and it works fine, there is just one problem. When i stand on the rotating platform near the wires, then the platform starts rotating the other way. Could it help to make playerclips around the platform and the wires? And how can i make the playerclips rotate too?
Well, you could make the playerclip into a func_brush and parent it to the door.
 

bomc

L2: Junior Member
Sep 25, 2008
83
18
Thanks alot guys ;)

Just one more noob-question... When a demoman shoots stickies on the rotating parts, the stickies dont move, so when the platform moves, then the stickies just hang in the air...
Is there any way to make the surface "unstickyable" so that the stickies will just slide off, to the ground, when you shoot them?
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Could you still use func_rotating for a cloud dome?