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Old 10-14-2006, 04:58 AM   #1
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Constant Rotating Button

So I didn't know what else to call this, but Constant Rotating Button. What I need to know how to do:

As you rotate the button, the door lifts. If you let go of the button half way, then the door is only lifted halfway. If you rotate the button all the way, the door opens all the way (and activates an env_beam).

I know how to do a func_rot_button (or whatever) so you just hit 'use' once to turn it all the way, but how do I make it incremental, so you have to hold down 'use' until the door opens all the way?

Anyone know?
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Old 10-14-2006, 05:36 AM   #2
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Decompile one of those canal maps! They use something like that. Except they fall back down.
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Old 10-14-2006, 05:49 AM   #3
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Fall back down is fine. I don't know which canal map had this,.. can anyone point me in the right direction? Or better yet, just refer me to a tutorial or an entity? I've snooped around the tutorial sites to no avail..
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Old 10-14-2006, 06:13 AM   #4
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Old 10-14-2006, 07:43 AM   #5
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momentary_rot_button linked to a func_movelinear I believe.
I'm not sure about the locking when it goes all the way, I haven't messed with these things in years (and they've probably changed slightly in Source).
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Old 10-14-2006, 10:32 PM   #6
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I've always meant to play around with these but never bothered to figure out how to make them. It'd be cool to have a TF map with one of these you have to operate. I remember an SI map where one player had to hold open one of these doors for a teammate to get at some breakable in the enemy base.
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Old 10-15-2006, 02:12 AM   #7
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they appear quite a bit in escape maps
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Old 10-15-2006, 03:44 AM   #8
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Old 10-15-2006, 08:19 PM   #9
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I hate those damned doors.
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Old 10-17-2006, 04:55 PM   #10
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Quote:
Originally Posted by A Boojum Snark
momentary_rot_button linked to a func_movelinear I believe.
I'm not sure about the locking when it goes all the way, I haven't messed with these things in years (and they've probably changed slightly in Source).
func_movelinear is an object wich operates on it's own, its used by valve to make the elevator platforms in the citadel. Btn push > start and go to end.

in halflife it was momentary_door and momentary_rot_button, or 2 momentary_rot_Buttons of it was a rotating door i thought, but i'm not sure about that or the name of the door, it was something LIKE that
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Old 10-17-2006, 10:11 PM   #11
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You use a momentary_rot_button and a func_movelinear.

2 outputs on the momentary_rot_button:
Onpressed func_movelinear Open
Onunpressed func_movelinear close

Only thing left is to make sure that they both move at corresponding speeds and for corresponding distances (dont want to keep turning the wheel after the door is open, etc).

b'zam
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Old 10-17-2006, 10:12 PM   #12
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Hmm, I see. I remembered it was momentary_door in goldsource, and since I didn't find that I assumed it was movelinear since it was new, and since func_door and func_plat already move linearly, I figured it must be something special. ah well, eventually I'll learn all this source stuff.
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Old 10-18-2006, 12:47 AM   #13
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Quote:
Originally Posted by nodnarb
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Old 10-18-2006, 02:59 AM   #14
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sorry k_thegame2_r
in the end after you shoot the crystals
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Old 10-19-2006, 03:33 PM   #15
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Yeah, I know of those .
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Old 10-21-2006, 12:04 AM   #16
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are you sure such a slow door is suitable for a TF map? (assuming it's for FF)
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Old 10-23-2006, 05:28 AM   #17
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It'd be cool if it took a really long time for it to close. So if one person died trying to open it someone else could run up and keep trying without it slamming shut first.

Or people could just duck under before it's all the way opened/closed.
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Old 10-23-2006, 08:11 PM   #18
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It takes 5 seconds to raise, 5 seconds to lower - and believe me, if it was any longer the objectives would never get capped.

You'll understand soon...
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Old 10-28-2006, 12:40 PM   #19
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You know what's stupid? Momentary_buttons can output their position as a value between 0 (fully closed) and 1 (fully open), AND take an input value along that same range to move or teleport to, BUT func_movelinears will only take an input. They won't output their position. Why?

This is what I hate about mapping. All the stupid little inconsistencies that don't make any sense.
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