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Make a constant spin using func/rotating_door
Posted: Mon Oct 06, 2003 1:08 am
by hogleg
Is it possible to make lets say a propeller spin constantly using the rotating_door function?
I'm a noob at this and I'm not familuar with scripting...
I made it spin when u hit the use key but that kinda sucks!
Thx again
Script_object
Posted: Mon Oct 06, 2003 4:12 am
by tltrude
Turn it into a script_object and add the following key/value to the entity.
key: rotateY
Value: 360
If "Y" does not make it spin the right way, try "X" or "Z". The number is how meny degrees it will rotate per second. A negitive number will make it rotate the other direction. Here is a tutorial map for a ceiling fan.
http://pages.sbcglobal.net/tltrude/Temp/fan3.zip

Posted: Mon Oct 06, 2003 7:16 am
by bdbodger
If you need an object to spin but not in the middle add a brush with the origin texture on it to the script object and it will spin around that . Just add it before you make it a script object or use add to entitiy from the selection menu to do it after .
Re: Make a constant spin using func/rotating_door
Posted: Mon Oct 06, 2003 10:35 am
by TheStorm
mywifeispissed wrote:Is it possible to make lets say a propeller spin constantly using the rotating_door function?
I'm a noob at this and I'm not familuar with scripting...
I made it spin when u hit the use key but that kinda sucks!
Thx again
Yes you can do exactly that!!
http://www.modtheater.com/forum/showpos ... ostcount=1
Posted: Mon Oct 06, 2003 2:08 pm
by bdbodger
If you select it and right click on the 2d window and select script ->script_object and add the keys in tltrude's post that is all you will have to do no script needed .
Posted: Mon Oct 06, 2003 9:37 pm
by hogleg
Thanks Ya'll, I'm going to try your suggestions tonight!

Posted: Tue Oct 07, 2003 7:38 pm
by hogleg
The Storm's suggestion is the easiest, Thanks.
Works great!
Posted: Wed Oct 08, 2003 11:54 am
by bdbodger
I don't know how you can say it is easier I mean it is func_rotateing door instead of a script_object . For a script_object you don't have to add a origin brush it will spin around it's center . You can add an origin brush if you want to rotate around it instead . Other than that for the rotateing door you have to add a key not player that you don't have to add for a script object . The keys and values are the same for both . So I can't say one is any easier than the other just different . I guess next you will want to make an elevator from a func_door . Key angle value -1 .

Posted: Wed Oct 08, 2003 10:35 pm
by hogleg
Allready did!