Revolving doors


(Xterm1n8or) #1

Hi all,

Could any1 please tell me where i can find a tut on func_rotating. All the links ive tried come back with page not found. Ive also tried to decompile maps like Battery as there is a radar next to the initial Axis spawn which rotates, but info i need seems to be lost during decompile.

Im trying to make revolving doors. Basically 4 doors in a cross revolving around a central column. Ive highlighted all the door parts, made them into func_rotating. Start_on is selected, targetname is revolving_doors, speed is 10 at the moment. Ive put an origin brush inside the central column, not really sure what to do with this though.

Can any1 help or direct me to a tut that is still live?

Many thanks.


(kamikazee) #2

So you did create a func_rotating. Now you just forgot to say what it does right now when you are in the game.

Also, no need to decompile official maps any longer. Just download the source .map files and take a look at those.


(Flippy) #3

So what you did is create 4 brushes, turned them into a func_rotating and then created an origin brush in the center?

What you need to do is include the origin brush in the func_rotating entity. Create the 4 doors + the origin brush (which will be the origin of rotation) and then select those 5 brushes (including origin brush) and turn them into a func_rotating entity.


(Xterm1n8or) #4

Thanks for the swift reply. I did get a sv_set(something)= NULL error, but now it works.

I totally forgot about the source.maps, its been a while since i last did this.

Just a thought… Can you make this so that if you use the use key it will do 1 complete rotation then stop untill you press the use key again instead of it continually rotating?

EDIT: Or maybe a trigger, so it acts like a PIR sensor?

Many thanks for your help.


(isbowhten) #5

for that i wont use func_rotating.
i would rotate it via script with faceangles…
it rotates your doors towards an specific angle… (0° = towards right)
(it does not rotate as long as whatever-angles have been rotated!!! it rotates towards a specific direction)
so you just can use (i believe, did not test) faceangles 0 180 0 ( i am not sure if 180 stands at the correct place, also did not test that) and after it faceangles 0 0 0…
so it rotates at first 180° then again 180 !!! as 0° is the same as 360°.
maybe you also could use faceangles 0 360 0 … but i am not sure cause 360° and 0° are the same and initially your doors start at 0° so maybe it wont because it already is at 0°

so i think i would use
faceangles 0 180 0 2000 (50 = how long it takes til rotated = 2 seconds)
faceangles 0 0 0 2000
in the scriptblock of the doors.