How func_rotating works exactly?

How func_rotating works exactly?

Hammer Mapping — Page [1]
turnip1

2009 Jan 20 • 139
Hey I am trying to figure out where i put the numbers and what it would look like says if i had a plat and i just wanted it to turn like a merry-go-round 360 degrees how could i do this? and what would it look like in the box where i put these numbers? (just need an example to get on my way)
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 11 at 05:17 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Here's a tutorial (not exactly plants but it should give you the idea. There's a rmf file included, so download it and check it out (for your current problem you can ignore the lighting part).
Try reading this as well.

If you want it to stop, you need to trigger it again, I think.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Apr 11 at 09:54 UTC — Ed. 2009 Apr 11 at 11:36 UTC
turnip1

2009 Jan 20 • 139
Ok that helped me a lot with the what angle does what, but im still having this problem where it spins. and doesnt stop lol... do you understand how this works?
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 11 at 15:12 UTC
turnip1

2009 Jan 20 • 139
Sorry i figured it out it makes much more sense for it to be a func_door_rotating becuase with a door you can choose the amount it turns before it stops.
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 11 at 15:26 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
I didn't understand why it didn't stop, I thought you were using func_door_rotating all along.
May contain traces of invisible text.
 
 
 
2009 Apr 11 at 17:15 UTC
turnip1

2009 Jan 20 • 139
No Mate told me to try rotating but i dont think he understood it needed to stop after a certain time. My map is almost completed now though. Ill have to dedicate it to you guys
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 11 at 18:06 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
So triggering it again doesn't stop it? Damn...
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Apr 11 at 19:38 UTC
turnip1

2009 Jan 20 • 139
Well it mihgt i didnt try that but with a deathrun :S it would be kind of nice of the terroist to stop the trap for the counter-terroist :P. Anyways i will probably end up making a big thing for how to make death run traps maybe when im done if you guys want you could post it on your site.


but i do have 1 question how is it that i would go about putting a wall where one side is see through and the other side isn't?
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 11 at 20:53 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
Oh, that's a tough one. I read a tutorial about that somewherem and it was rather good. This might be it, I'm not sure.
May contain traces of invisible text.
 
 
 
2009 Apr 11 at 21:38 UTC
turnip1

2009 Jan 20 • 139
Hmm i dont think thats exactly what i wanted i want it so you cant break the glass but maybe if i make it so that its already broken to start with? meh not realllly that important i guess i wish they made it a little easier to do that. Thanks though eDan
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 12 at 00:26 UTC — Ed. 2009 Apr 12 at 00:27 UTC
Killer-Duck
Homicidal Anatidae

2008 Mar 5 • 1169
633 ₧
Just turn it into func_wall instead of func_breakable? http://www.countermap2.com/Tutorials/tutorial9e43.html?id=25
QUACK! QUACK!
 
 
 
2009 Apr 12 at 07:46 UTC
turnip1

2009 Jan 20 • 139
Oh ok thanks a lot i think that will work well. (I will test and tell you how it turns out for the future that is if your not sure of it)
phoenix_r said:
Hey guyz u liek mai new SIG?!
 
 
 
2009 Apr 13 at 21:50 UTC
Page [1]