How To Stop Rotating Commander Views?
Fortuna_Wolf
Join Date: 2003-02-02 Member: 13033Members
<div class="IPBDescription">and other quickies</div> I have a spinning fan in my map that keeps flinging the commander's viewpoint around. How do I stop this, while still allowing the commander to drop things below the fan?
Also, please walk me through the steps to making one button lock another button that opens a door (although the door could still be opened by a third button)
thanks!
Also, please walk me through the steps to making one button lock another button that opens a door (although the door could still be opened by a third button)
thanks!
Comments
as for the ns specific i can help on that
you could set the fan to func_illusionary and set the spawnflag "invis from top down", or use a func_seethrough with the alpha for commander set to 255 (i think anyhoo, never using it i cant be sure, but im pretty sure the higher the alpha the more seethru it will be i might just be being tired tho)
I think your heart was in the right place Kester, but please next time don't give advice if your not completely sure about what your talking about. If he has a rotating fan then he must be using a func_rotating in order for it to rotate. This is not HL2, where you can group multiple entities together. So the only way to accomplish what he wants is to lower the commander height below the fan so its not in his way.
In order to do this Fortuna Wolf, you must have a info_mapinfo entity and open up its properties, then adjust the view height(for commander) option until your below the fan.
You could also place a clip brush around the entire fan, and texture the top (facing the commander) with the null texture. The clip brush will let you drop things though the fan and the null texture will make it invisible to the commander (not sure if this will fix the flinging thing).
The second question is something every mapper needs to learn on his own. Read some tutorials.
I think your heart was in the right place Kester, but please next time don't give advice if your not completely sure about what your talking about. If he has a rotating fan then he must be using a func_rotating in order for it to rotate. This is not HL2, where you can group multiple entities together. So the only way to accomplish what he wants is to lower the commander height below the fan so its not in his way.
In order to do this Fortuna Wolf, you must have a info_mapinfo entity and open up its properties, then adjust the view height(for commander) option until your below the fan.
You could also place a clip brush around the entire fan, and texture the top (facing the commander) with the null texture. The clip brush will let you drop things though the fan and the null texture will make it invisible to the commander (not sure if this will fix the flinging thing).
The second question is something every mapper needs to learn on his own. Read some tutorials. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Again, might wanna make sure you check your facts are correct before offering help.
If you texture a CLIP brush with NULL on one side, you will get a mixed face contents error. Simply put, you're going to have to texture to whole thing with clip for it to work.
moose ment put the null texture on the top side of the fan and put null "brush"
over the fan. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> . . .right moose <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
If you texture a CLIP brush with NULL on one side, you will get a mixed face contents error. Simply put, you're going to have to texture to whole thing with clip for it to work. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Three words added to my quote just to clarify what I ment.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You could also place a clip brush around the entire fan, and texture the top <span style='color:red'>of the FAN</span> (facing the commander) with the null texture. The clip brush will let you drop things though the fan and the null texture will make it invisible to the commander (not sure if this will fix the flinging thing). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Simply, check "not solid" flag in func_rotating.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I dont use func_rotating entities very often, so I didn't know It had a Not solid flag.
This would be a much better idea then using a clip brush, but you should still texture the back of the fan with the null texture. The commander might still see the sides of the fan at certain angles, but at least it wont be extremely annoying when the commander is directly over it.