Can you make a Func_brush rotate and move up & down?

Discussion in 'Mapping Questions & Discussion' started by suber36g, Jul 2, 2017.

  1. suber36g

    suber36g L3: Member

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    Is it Possible to make a func_brush rotate and move up and down? If not, is it possible to have an brush to be translucent, have no collision, rotate and can move up & down?
    koth_signs_of_april0002.jpg
     
  2. Asd417

    aa Asd417 L1: Registered

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    parent it with func_door and func_rot_door
     
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  3. suber36g

    suber36g L3: Member

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    How do I make the doors move up and down by itself?
     
  4. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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  5. suber36g

    suber36g L3: Member

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    I try to do both !self and the name of the func_brush "boing" but it doesn't move up nor down.
    boing 1.PNG upload_2017-7-3_15-27-15.png
     
  6. Dr. Orange

    Dr. Orange L6: Sharp Member

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    You must also fire an Open input to the door at the start of the map, preferably using a logic_auto.
     
  7. suber36g

    suber36g L3: Member

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    Is there a tutorial button self opening and closing doors?
     
  8. Lampenpam

    aa Lampenpam

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    Why do you have a func_brush anyway? You just need only one entity for the rotating and then one entity for moving up and down. And one of these two can be used as the visible entity in your map.

    Also in case you put the inputs in your screenshot on hte func_brush it obviously isn't going to work. I'm saying this because I dont see the icon in your func_door screenshot that says it has inputs specified
     
  9. suber36g

    suber36g L3: Member

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    I haven't connected the func_brush to the func_door yet, and I need the func_brush to make my arrow see though. But I don't know how to make the func_door to move by itself.
    [​IMG]
     
  10. Lampenpam

    aa Lampenpam

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    You can make a func_door see-through too so there is no need for the func_brush. Set "FX amount" to something like 120 and it will be transparent.

    You move the door by giving it an "open" input. The initiating "open" input can't come from the door itself, so create a logic_auto with the output "OnMultiNewRound - boing - open" (onMultiNewRound will be fired at the beginning of the round)

    Alternativly, when the arrow isn't needed right from the start, make the door move later. So when a CP has to be captured first to get to the arrow, make the door start moving after the CP is caped. (OnCapture - boing - open). Reason is that the server doesn't need to send uneccessary informations about the door's position when it isn't needed.
     
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    Last edited: Jul 4, 2017
  11. suber36g

    suber36g L3: Member

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    Hooray! The func_door works! I try doing the door_rotating but it didn't work.... So I check Boojam's method, but I didn't understand it. SO I try copy the func_physbox i did from the drainpump map. IT WORK, but it have some sort of collision. Even if I checked the debris flag, still colliding. Is there a way to make the physbox to stop colliding with players?