Something so simple in theory...

I Darkstar X

L3: Member
Oct 19, 2017
119
10
So I'm new to this, and the solution is probably very obvious.

But all I want to do

Is make a rotating door

rotate in the SAME DIRECTION

FOREVER.

Its really annoying me that I can't figure this out. And setting the rotation to an insanely high number seems a big haphazard.

Any help that can be provided would be greatly appreciated.
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
But its a collection of brushes. And I don't know how to do that. Do you, perchance?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
You would use func_rotating, but that entity is borked at least somewhat in all Source games, borked a lot in most Source games, and borked entirely in TF2. Your best option is ABS' solution that tyler linked above which uses a momentary_rot_button. There are also a few other solutions. This one uses a func_tracktrain and multiple path_track entities. You can also make your brush a func_physbox with an attached phys_motor. The momentary_rot_button can be blocked by players simply by them touching it, so if you want your brush to rotate even in the presence of players, one of the other two solutions will be preferable.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,316
2,756
you can also alternate func_door_rotating parents as they open back and forth so that the object is always parented to the one moving in the direction you want (switching the parenting when you switch the directions)
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
You would use func_rotating, but that entity is borked at least somewhat in all Source games, borked a lot in most Source games, and borked entirely in TF2. Your best option is ABS' solution that tyler linked above which uses a momentary_rot_button. There are also a few other solutions. This one uses a func_tracktrain and multiple path_track entities. You can also make your brush a func_physbox with an attached phys_motor. The momentary_rot_button can be blocked by players simply by them touching it, so if you want your brush to rotate even in the presence of players, one of the other two solutions will be preferable.
It is a rotating platform, yes. They spin around a center control point, with half angled up and half angled down. (It'll probably look really fake because I don't know how to make circles and smooth curves. Heck I can't even make basic curves. Its all scrublevel polygons here XD )
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
you can also alternate func_door_rotating parents as they open back and forth so that the object is always parented to the one moving in the direction you want (switching the parenting when you switch the directions)
I don't know how to do this, though it seems like something my miniscule brain could wrap around XD Could you perhaps elaborate?
 

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
243
77
an object moves with its parent, and thus will spin with it. If you set up a pair of rotating doors so that one is always spinning in the desired direction you could shuffle what the objects parent is so that it is always parented to the door spinning the correct direction while the other reverses. the set parent input would preform this desired task. have the object parented to one door which starts automatically, then using the on closed output switch the parent to the other door, and tell it to open, while telling the first door to shut. put the same outputs on the other door and you will have an infinite loop. This also opens possibilities with either door having different speeds or run times, allowing a uneven rotation.
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
an object moves with its parent, and thus will spin with it. If you set up a pair of rotating doors so that one is always spinning in the desired direction you could shuffle what the objects parent is so that it is always parented to the door spinning the correct direction while the other reverses. the set parent input would preform this desired task. have the object parented to one door which starts automatically, then using the on closed output switch the parent to the other door, and tell it to open, while telling the first door to shut. put the same outputs on the other door and you will have an infinite loop. This also opens possibilities with either door having different speeds or run times, allowing a uneven rotation.
THANK YOU! I got it to work! ^^ But how would I go about keeping the platforms from locking up when players stand on them? Sometiems I can walk up and down them without issue, other times they just stop moving. they're set to 10 speed.

EDIT: Fixed it, nvm
 
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