what is preferable, a script mover or func_door_rotating?
how do i have to set up the path, so the mover rotates around an axis?
the foor should open once triggered and be closed when triggered again and crush players when stuck.
Triggerable rotating door
if it is a trigerable one by a button - it has to be a scipt_mover of a door.
i had visions of an acis soldier with a door stuck to his head (yea i know i have a shitty sense of humour
)
lol, nice one 
ok, given a script mover, what entities do i need to rotate it? path corners or spline paths?
dont hav a freaking clue
path corner - you have to set the path though do you want it sliding? or opening while rotating?
If you are rotating a script_mover with faceangles, then you don’t need either.
what keeps me from using face angles is, that they don’t rotate it smoothly but in steps as far as i can see from the mml_church script or is it interpolated?
Complete guess here but I’m wondering if you could set the “key” value to -1 then make it open and close via the alertentity command in the script. I doubt this works but if it does then you woundn’t have to deal with trying to move a scriptmover around an axis. :disgust:
mml_church has swinging chandeliers and the code goes like this:
// Swing rope
trigger swing
{
// Swing rope
faceangles 0 0 -25 350
faceangles 0 0 -22 600
faceangles 0 0 -15 600
faceangles 0 0 15 1800
faceangles 0 0 22 600
faceangles 0 0 25 600
faceangles 0 0 26 350
wait 250
faceangles 0 0 25 350
faceangles 0 0 22 600
faceangles 0 0 15 600
faceangles 0 0 -15 1800
faceangles 0 0 -22 600
faceangles 0 0 -25 600
faceangles 0 0 -26 350
wait 250
// Loop
trigger lights_1_rope swing
}
it would work, but i don’t think this is very nice code. also i’m uncertain about crushing…
The reason a 360 degree turn is broken into multiple faceangles statements is because a script mover will take the shortest path to the angle specified. You can not guarantee what this path will be unless you break it up into smaller angles.