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rotating an Entity permantly


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blodia
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Join Date: Sep 2009
Location: UK
Old 11-22-2012 , 13:38   Re: rotating an Entity permantly
Reply With Quote #11

its not a netprop on so use Prop_Data not Prop_Send. also i don't think you can use it on dynamic props, they're supposed to be static, if it doesn't work use a physics props instead.

Rant:
the correct term would be "spin" not "rotate permanently"

Last edited by blodia; 11-22-2012 at 13:38.
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Stabs
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Join Date: Nov 2012
Old 11-22-2012 , 18:40   Re: rotating an Entity permantly
Reply With Quote #12

Aye, it can't be used on dynamics. I'm not sure if I can use prop_physics in its place. When I tried, the models didn't show up at all. Also, my goal is to have floating weapon/powerup spawns via floating entities that spin in place, possibly bobbing up and down as well although that's probably too much to ask.

Supposedly dynamics are able to follow their parent's movement, are they not? That was why I was going with func_rotating.
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11530
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Join Date: Sep 2011
Location: Underworld
Old 11-22-2012 , 18:57   Re: rotating an Entity permantly
Reply With Quote #13

<awe>Instead of trying to rotate the entity clockwise, you could rotate the entire world around it anti-clockwise instead! </awe>
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blodia
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Location: UK
Old 11-22-2012 , 19:06   Re: rotating an Entity permantly
Reply With Quote #14

if the model wasn't compiled to be a physics prop you'll need to use prop_physics_override. i'd use the bounding box for collisions and change the movetype to fly if you want it to float otherwise you'll just have issues with the vphysics shadow not behaving correctly.
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Stabs
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Join Date: Nov 2012
Old 11-22-2012 , 19:56   Re: rotating an Entity permantly
Reply With Quote #15

Tried what you said. With prop_physics, I could only see one model (l4d2's gnome). With prop_physics_override I can see that and the riot shield (also l4d2). The rest (l4d2 weapons/items in general) remain unusable.

Thanks for the help btw!
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