Rotate around an origin brush with a certain angle/speed


(Mateos) #1

Good morning,

I would to make a brush rotate after a trigger around an origin brush (which isn’t following X or Y or Z) with a certain angle/speed.

I’m not sure a script_mover can do this, so I looked for an other entity, which is func_train_rotating.

It is listed on Chruker’s website, isn’t present in any WolfET DEF file, but is in RtCW one (there’s a recommendation to use script_mover instead in it) and in Kingping DEF (I even grabbed an example map of it).

So, my question is: can I achieve what I want with just a script_mover, or that func_train_rotating?

If you have any map in mind featuring this, I’ll look into it myself, just tell me the name :slight_smile:

Thank you in advance,

Mateos

Link which may help: RtCW DEF File


(stealth6) #2

I think you can use script_mover, here’s an example: http://www.xfire.com/videos/37b9a7

All of the orbiting balls are script_movers


(Mateos) #3

I’m having a look at your orb_battle, and I think I figured out something:

  • With path_corner the script_move just follows the path.
  • With info_train_spline_main, the script_move will always have it’s face reaching first the next info_train_spline_main, thus auto-rotation…

But they’re moving from one point to an other, here I would like to rotate following a line I defined with an origin brush :confused:

Edit: Maybe a simple faceangles

Edit 2: Can’t get it to consider the origin brush, it just takes the middle of the script_mover…

Edit 3: Will see if I can get it to work like a rotating door. -> Nope.

Edit 4: Is it possible to define a custom angle or something comparable in this engine? @@


(Mateos) #4

Double-post for the possible solution I’ll try next:
Since the whole thingy is rotating based on the center of the brushwork, I will make it as well move down vertically, so the side of the brushwork I wanted as a rotation line will more or less stay at the same place, and thus create a kind of rotation effect, in combination with faceangles.


(twt_thunder) #5

animated model in a certain angle?


(-SSF-Sage) #6

Please no.

For the original question. Use script_mover. Tank is doing exactly same thing. It is moving on a path with a certain angle.

followspline <direction|accum <buffer_index>|globalaccum <buffer_index>> <targetname> <speed> [wait] [length <value>] [roll <start_angle> <end_angle>] [dampin] [dampout]
This one is extending the syntax of followpath. In addition to a direction specified in the script, it can get its direction from either an accum or globalaccum register. It is also possible to specifiy a start and end roll angle. The entity will be interpolated between these two during its movement. And finally you can use the dampin and dampout keywords in combination with roll to make the roll no-linear.

If you want it to be not moving, just rotate. Then faceangles should do it fine. It rotates around the origin.

Am not really sure what you are after. But if you want to make a synchronised effect. Then have an empty model with tags. Link it to script_mover with model2 key. Then use attachtotag to tag another script_mover to it. Then you can have it move togethor with another entity but still rotate on it’s own. Imagine tank turret.


(twt_thunder) #7

You got a model with only a tag in our forum Mateos, on the mia thread. It only contains a tag


(Mateos) #8

And now I see the thingy just going up and right at the same time on Gold Rush to blow the Bank Doors.

Well my problem is that the origin of the brushwork was used to rotate, while I wanted a border to be the rotation center…

I did it as pointed in my last post, a combination of faceangles and a vertical translation to keep the border pointed above at the same place, but will try to do it the turret way;

The advantage over a model is that you can adapt the script later, while the animation of a model stays the same :confused:
Yes the tank turret is a model, but the clip attached to it is supposed to do the same movement, clip which is a brushwork.

Will try :slight_smile: College started over again so not much time for now ^^’


(-SSF-Sage) #9

Well you can attachtotag many entities. Script mover with brushes work. You can place the origin brush or tag where you want.


#10

setrotation <pitchspeed> <yawspeed> <rollspeed>

:smiley: or?

Try it!!!

Simple, gg gg gg genius!


#11

And stoprotation stops this…


(Mateos) #12

[QUOTE=oveove;486398]setrotation <pitchspeed> <yawspeed> <rollspeed>

:smiley: or?

Try it!!!

Simple, gg gg gg genius![/QUOTE]

Speed. I don’t really need anything about the speed, I can already handle that :slight_smile:


(twt_thunder) #13

can you make a quick drawing so its possible to understand what you’re making?


(Mateos) #14

ET can do rotation around axis X/Y/Z or face direction based on a brushwork origin (its very middle);

What I would like to do is a rotation based on a custom origin, a point reflection:

It would be placed at the border of the brushwork, and the brushwork would rotate around it.


(twt_thunder) #15

then why cant you use a empty model?


(Mateos) #16

Because yet I did not have the time to map, to try the various suggestions posted here, the followspline with the roll part, the model2, the tag, etc. ^^’