I was attempting to make a cool little platforming section in my Quoth level with rotate_entities - but the func_movewalls were making it near impossible to do without serious problems.
For example - a ledge, you sit on it, but after a couple of seconds you get pushed into the func_movewalls and die for no reason, and it requires way too many to be any good on engine limits.
So i started looking, and stumbled upon this thread:
Inside3d Forums :: View topic - Tutorial: Rotating Brush Models for QuakeWorld
And I tried the method found in here using Quoth + DirectQ, setting the origin of the func_wall, nextthink "9999999", and the avelocity, and lo and behold it actually worked! I guess the Quoth devs forgot to mention they implemented support for true rotation. The only annoying thing is you have to move the func_wall to the center of the level and light it there, but set the origin to where you want it to BE in the level.
I have some questions about this:
First off, using this method is there any way to change the origin of rotation to somewhere else other than the center of the level?
Second, what does the nextthink key do? setting it to low values such as 9 causes the level to crash after that amount of seconds. Is this a bad thing setting it that high, and is there a way around using this key if it is a bad thing?
Third, is there any way to get the player's view to rotate with the object? As it is now collision is correct but the player keeps his orientation as if he was standing on normal ground.
Also, does anyone know what other mods support rotation like this?
For example - a ledge, you sit on it, but after a couple of seconds you get pushed into the func_movewalls and die for no reason, and it requires way too many to be any good on engine limits.
So i started looking, and stumbled upon this thread:
Inside3d Forums :: View topic - Tutorial: Rotating Brush Models for QuakeWorld
And I tried the method found in here using Quoth + DirectQ, setting the origin of the func_wall, nextthink "9999999", and the avelocity, and lo and behold it actually worked! I guess the Quoth devs forgot to mention they implemented support for true rotation. The only annoying thing is you have to move the func_wall to the center of the level and light it there, but set the origin to where you want it to BE in the level.
I have some questions about this:
First off, using this method is there any way to change the origin of rotation to somewhere else other than the center of the level?
Second, what does the nextthink key do? setting it to low values such as 9 causes the level to crash after that amount of seconds. Is this a bad thing setting it that high, and is there a way around using this key if it is a bad thing?
Third, is there any way to get the player's view to rotate with the object? As it is now collision is correct but the player keeps his orientation as if he was standing on normal ground.
Also, does anyone know what other mods support rotation like this?
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