Math, Physics, And Func_Rotating_Doors

Discussion in 'Mapping Questions & Discussion' started by Stormcaller3801, Nov 30, 2009.

  1. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

    Messages:
    249
    Positive Ratings:
    28
    [​IMG]

    So, I'm thinking that in order to get this thing moving properly, I want to do the main portion of it as a func_rotating_door centered on the center axis, and then parent the individual gondolas to the wheel. However, I'm trying to figure out how to set up the gondolas so that they rotate as well- so that they remain level as they go 'round. I'm thinking that they ought to be func_rotating_doors too, but I stink at math so I can't figure out whether or not they ought to be at the same speed (but opposite direction) or something else. Alternately I was thinking I could do this with some physics objects, but I don't know if that'd get even more complicated.

    And just to keep this all aboveboard, this is part of a map I'll be working on for Team Interrobang's prophunt map contest.
     
  2. Ravidge

    aa Ravidge Grand Vizier

    Messages:
    1,544
    Positive Ratings:
    2,493
    I can't really help, but let me say this:

    It won't work, atleast not the way you want it.
    And if it somehow does, everyone who tries to interact with this thing will get stuck in the moving geometry
     
  3. martijntje

    martijntje L8: Fancy Shmancy Member

    Messages:
    539
    Positive Ratings:
    168
    make the gondelas func_train. As far as I know, you wont get stuck in a train. (payload carts are trains as well)
     
    • Thanks Thanks x 1
  4. gamemaster1996

    gamemaster1996 L13: Stunning Member

    Messages:
    1,065
    Positive Ratings:
    131
    Martijne's right (again) as that is the only way it can ever work without 9as ravidge said) it being a bit glitchy people getting stuck etc.
     
  5. Exist

    Exist L6: Sharp Member

    Messages:
    306
    Positive Ratings:
    112
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,562
    use a func_rot_button, you'll have more control over the rotation.
     
  7. StoneFrog

    StoneFrog L6: Sharp Member

    Messages:
    395
    Positive Ratings:
    81
    Agreed. Set the "body" of the ferris wheel to a func_rot_button, and send an output so it can revolve on its own. Make the carriage func_tracktrains and see if emulating the same speed as that of the button's looks seamless enough.

    The next option is to convert it into model form (Propper is broken though and I understand this is still a dev mockup so it may not be worth the trouble) and animate it rotating.
     
  8. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,842
    Positive Ratings:
    4,767
    If you make them func_physsbox's, which would solve your gondola problem, the player wouldn't collide with it (They don't in tf2).
     
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,527
    func_tracktrains have just as many collisions issues as any other brush entity, except when a team_train_watcher is linked to them. They set up special collision calculations for payloads only, and I'm not sure if you'd want to mess with setting up a watcher for every single one.