I do do a bit of modelling and doing a complete crane model was the 1st thing I actually thought of, but beleave me sripting brushes is a lot easier to work with then having to constantly fiddle around with a model - I’ve modeled some static objects for this SP map and even they were a pig to get right never mind animate…!!!
For instance suppose you find that you’ve done the model and it works (it goes up and down) but the speed is wrong you’d have to recalculate all your animation frames adding / removing some etc… etc… that’s a lot of work just to change the speed. With scripting individual brushes you don’t even need to touch the brushes, all you need do infact is change a single number
original
‘gotomarker point1 16 wait’
new
‘gotomarker point1 24 wait’
crane cable now moves a bit faster, simple as that without re-editing the brushwork)…!
A model might work better over a short distance where errors in the timing might not be that apparent (say less than 500 game units), this crane covers nearly 2000 game units which is big enough for timing / animation errors to occur, my skillz ain’t l337 enough to compensate for that.
What you could do though is use a modeled cable section as part of the script_mover. Brushwork always looks ‘boxy’ so you could just replace each brush section with a model… mmmmm good thinking batman… thnx for the idea might go and try that…!!