rotating tracktrain

Discussion in 'Mapping Questions & Discussion' started by ABIGFUKKENBUTT, Mar 8, 2010.

  1. ABIGFUKKENBUTT

    ABIGFUKKENBUTT L1: Registered

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    I'm currently trying to make a tracktrain that's basically a cube that rotates on an axis and kills players who touch it. I have the tracktrain and killing part down, getting the rotation to work, however, has been causing me an endless amount of greif.

    func_rotating doesn't seem to work for tf2, so I tried using a func_physbox and a func_motor and planned on parenting them to the func_tracktrain get the effect I desired. Until I discovered you can't parent motors. Is there an easier way to do what I want that I've overlooked?(My knowledge of Hammer is fairly basic)

    I would really appreciate some help. I am at my wit's end over here! ):
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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  3. Tehrasha

    Tehrasha L3: Member

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    You could try to manually add a 'parentname' to phys_motor to see if it just works. :)

    Otherwise, if you dont care that it will eventually reverse rotational direction, use a func_door_rotating and set its distance to some large number like 36000 (100 full rotations)

    Then set its outputs to

    OnFullyOpen > Close
    OnFullyClose > Open

    Unless you are triggering it in some other way, you will also need a logic_auto to start the rotation at the beginning of the round.
     
  4. ABIGFUKKENBUTT

    ABIGFUKKENBUTT L1: Registered

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