[TUTORIAL] func_rotating replacement

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,673
That's weird, what is the input you are sending from the relay? I actually just made one of these yesterday without using a relay because I found a simpler way, maybe try this one.

Outputs on the m_r_b:
infinitemrb.PNG


To start it going, send SetPosition 1, to stop it, do a Lock/Unlock. I'll edit the main post another day when I have more time.
 

Thorval

L1: Registered
Feb 15, 2014
38
68
That's weird, what is the input you are sending from the relay? I actually just made one of these yesterday without using a relay because I found a simpler way, maybe try this one.

Outputs on the m_r_b:
infinitemrb.PNG


To start it going, send SetPosition 1, to stop it, do a Lock/Unlock. I'll edit the main post another day when I have more time.

My speed is 200 that x10 is 72000 I just used your new outputs. So should work now?

EDIT: Works in my test map (small map) Doesn't work in my game map (big map) does this have something to do with the reach of the rotating objects?

*Update: You still need a logic_relay with output Onspawn, momentary_rot_button, SetPostistion, 1.0, 0.00, No
This way it will run from start to map end and probably infinite if you have no map time (not sure) This with your new outputs will work perfect (for me atleast)!
 
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Mirax96

L1: Registered
Jun 8, 2017
3
1
Thank you so much! With this guide I finally managed to make a prop rotate.... I had to search way too much for something as simple as this...
upload_2017-6-8_20-55-39.png
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
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If that's a custom prop that you made, do be aware that you could have just made the animation part of the model itself, like it is for those item pickups.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
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If that's a custom prop that you made, do be aware that you could have just made the animation part of the model itself, like it is for those item pickups.

No, Im fairly certain the model that they're using is in-game. Every crate/key model since Gun Mettle is an in-game model.
 

Mirax96

L1: Registered
Jun 8, 2017
3
1
If that's a custom prop that you made, do be aware that you could have just made the animation part of the model itself, like it is for those item pickups.
Nope, as HolySnickerPuffs said, it's the key model from the Invasion update. Plus, I have no idea how to make an animation for it alone, I searched "How to make props/entities rotate/spin" but I just couldn't find anything that worked on TF2.
My intention was to make a key that a player can pick up to unlock a door, and what better way to do it if not by making it spin? :)
 

YM

LVL100 YM
aa
Dec 5, 2007
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You're not giving the parameter 0 in your SetPositionImmediately output
 

Scampi

L4: Comfortable Member
Feb 8, 2017
186
151
Sorry to drag this up from the depths, but I've got a bug I can't seem to squash. I'm using this device to spin the wheels on a custom payload cart, but as soon as the map starts, the wheels start to spin and can't be stopped.
The following images show most of the logic. The wheels are supposed to turn on when someone starts to push the cart, and shut off when the stop (this start and stop detection is handled by the trigger_capture_area).
The wheels should be stopped when the stop relay is triggered, but nothing happens. I've tried activating this at the start of the map, and that doesn't work either. I've also tested with developer 2 and the capture area of the cart sending the correct inputs. Any thoughts?
 

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Scampi

L4: Comfortable Member
Feb 8, 2017
186
151
Has anyone figured out what's wrong? I've checked and checked, but I can't seem to find any reason why it shouldn't work. I wish I was better with this kind of stuff, but what can you do.
 

Tumby

aa
May 12, 2013
1,087
1,196
Does this fix even work in TF2, what with the entity itself being broken and non-functional?

I know that ctf_2fort is (apparently) the only official map that uses func_rotating. There's a cloud in the 3D skybox that's supposed to rotate around the sky but the broken entity = no spinning.
cp_gravelpit has some radar props paranted to func_rotating.
 

ficool2

L4: Comfortable Member
Oct 28, 2017
161
232
func_rotating does work, but its never updated visually, even parented entities don't have their visual position updated. Collision still works fine though

You could possibly use a logic_measure_movement to make an entity follow the func_rotating therefore faking the visual part
 

Spipper

Former cheese man Gorgonzola
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Feb 18, 2012
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func_rotating does work, but its never updated visually, even parented entities don't have their visual position updated. Collision still works fine though

You could possibly use a logic_measure_movement to make an entity follow the func_rotating therefore faking the visual part

Just made a quick test map to try this out.

... And it works beautifully! While it requires two more entities (The logic_measure_movement and an entity to measure the movement against) it's much simpler to set up and work with (you can set movement sound, acceleration/deceleration, easily stop/start etc.)

Here's the test map:
 

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ficool2

L4: Comfortable Member
Oct 28, 2017
161
232
I think you just can use func door rotating for visual rotating and use func rotating for view spinning. And make func door rotating unsolid and make func rotating with nodraws. Both same size. Bith same size.
Or just make a func door rotating and func rotating make func door rotating unsolid and texture it with nodraw and parent func rotating to func door rotating not sure if it work.

Obsolete: see https://tf2maps.net/threads/func_rotating-complete-fix-removing-1-broken-spawnflag.38168/

https://tf2maps.net/threads/tutorial-func_rotating-fix-func_rotating-logic_measure_movement.38148/
 
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Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
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I think you just can use func door rotating for visual rotating and use func rotating for view spinning. And make func door rotating unsolid and make func rotating with nodraws. Both same size. Bith same size.
Or just make a func door rotating and func rotating make func door rotating unsolid and texture it with nodraw and parent func rotating to func door rotating not sure if it work.
And then add func door to func rotating and its func door rotating and then func parent the func door rotating to the func door and the func door to the func rotating so you get the func door rotating the func rotating door func door func rotating func func door rotating door func