rotation question


(stealth6) #1

Is it possible to make things rotate around the own axes and then around another axes like planets do in the solar system.

So say that I made a miniplanet earth with jumppads on it to get to mars and spawnpoints and the whole thing was rotating with all the entities and all that rotating motion was then rotating around the sun…

is that possible??

I got a crazy idea :stuck_out_tongue:


(kamikazee) #2

I’d say that’s impossible to do unless binding several objects together. And even then things might get complicated…


(Diego) #3

I’ve seen that done in a prefab for Medal of Honor. I don’t think the scripting that was used would work in ET. It was beyond my abilities to figure out though.

However, I suppose if you made a model with tags, it could be done. The model’s origin would be the origin of your planet’s rotation axis. Then have Tags attached to the model where you want the jump pads and spawn points to be. Put the model on a circular path to create the planet orbit, and then use faceangles in the script to rotate the planet around it’s own axis.

I’m not sure if spawn points can be attatched to tags. But perhaps if you used static spawn points that are only active when the planet is in position it would work. So if it takes 60 seconds for a full orbit, you could have 4 sets of static spawn points. Set the spawn time for 15 seconds and set autospawn to each new group of spawn points as the planet lines up with them during it’s orbit.


(stealth6) #4

dam :frowning:
I wanted to make like comets flying around with u can jump onto with jump pads, and everything moving, like a dynamic level…

in space, but I’ll have to think up a different wacky idea then


(S14Y3R) #5

Heh heh, interesting idea… you would just need a giant rotating script_mover

    ___                         _
   /         \      |--  2000+Units  --|     [_]  <-Origin
   |          |                             
   \___/   <--Script_mover(Huge)

      \
             \
                 \|

with a shitload of tags(model2 path/to/model.md3) to attach stuff to, Yea a slow setrotation x x x.Like Diego mentioned, time the spawnpoints to be active when over the “Orbiting Planet” with setstate default/invisible. Could either be done with func_timers or wait xx’s in the script.

Heh heh, kind of sounds like a fun map 8)

Keep thinking 8)


(stealth6) #6

dam man I catch ur drift, but that is loads of work… then would have to keep the map simple, cause I was thinking 2 rotating large islands and 8 small ones might be crazy enough to do it sometime, but not anytime soon lol


(stealth6) #7

I’m back again with new ideas, I have no dope, just on air i guess lol

Was working on a ctf map (again, but this time better 1), and was wondering how can you make a wall that you can walk through both ways, that doesnt stop anything, just a texture cause i have seen it b4

So I can put it somewhere random in the map, and then it leads to a teleporter to secret room :o

i lika da secret rooms :stuck_out_tongue:


(Flippy) #8

Try giving only one face the texture and the other faces something like Nodraw.

Or you could write your own shader for the texture and specify it to be nonsolid.


(Nail) #9

Chateau Voilegard had one


(stealth6) #10

next question, how can I make something fly in a nice figure of eight?

so not in straight lines, in a nice bow?

or is this not possible?


(kamikazee) #11

Flying smooth curves should not be a problem, just look for a tutorial on how to make a tank take smooth corners by placing info_train_spline_main and info_train_spline_control entities. The only problem I can think of is realistic “banking” when making a turn seeing how I don’t remember if the game can do two animations at the same time…

However, I believe someone was developing some “wake island” map for W:ET which continously had two planes dogfighting. If he succeeded to do such a thing, it should be possible.


(stealth6) #12

ah i don’t need more than 1 animation since I just gonna have balls of plasma flying around (well at least thats the idea :D)


(Flippy) #13

You can bank a vehicle like the tank easily via script, even when it’s in a spline curve. I think it was just one keyword that you had to add to the normal ‘followspline’ command… not sure… I might have it in my plane prefab I made ages ago lol… will check.

EDIT
The script for my plane prefab, which makes a curved turn and banks (look at the “roll” command):

   trigger move
   {
      // Move sequence of plane

      followspline 0 spl1 500 wait length 375
      followspline 0 spl2 500 wait length 375 roll 0 30   // roll 0 30 is to roll or bank the plane into the curve,
                //you can delete this if you want.
            
      followspline 0 spl3 500 wait length 375 roll 30 -30
      followspline 0 spl4 500 wait length 375
   
      
      followspline 0 spl5 500 wait length 375 roll 0 30
      followspline 0 spl6 500 wait length 375 roll 30 -30
      
      trigger self move      // Re-trigger this scriptblock, loop
   }