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func_rotating change speed


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sneaK
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Join Date: Feb 2015
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Old 02-10-2017 , 16:03   Re: func_rotating change speed
Reply With Quote #11

You can accomplish this using Stripper as well.
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404UserNotFound
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Old 02-10-2017 , 18:00   Re: func_rotating change speed
Reply With Quote #12

Quote:
Originally Posted by blackhawk74 View Post
You can accomplish this using Stripper as well.
Indeed. I know of Stripper I was originally looking to make a plugin that added the proper entity functionality in so that on map load, any func_rotating's detected would become active. That however is turning out to be a pain in my ass because the 2012 source developer repo link (*cough* LestaD github *cough*) has copies of .cpp/.h files named after func_rotating, but far as I can tell they're unfinished/scrapped.

I'm just gonna do a test run of my "swap it with a func_rotating_door entity" idea and see how well that goes.
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Chdata
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Join Date: Aug 2012
Location: Computer Chair, Illinois
Old 02-11-2017 , 02:17   Re: func_rotating change speed
Reply With Quote #13

My experience with teleporting things OnGameFrame is that they still appear to teleport lag on the client. Even all those homing rocket plugins, if you look closely, have the rocket model jumping when you rotate it - just the rocket trail obsures it so no one ever notices.

Which is why I try to make entities naturally cause movement.
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friagram
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Join Date: Sep 2012
Location: Silicon Valley
Old 02-11-2017 , 12:25   Re: func_rotating change speed
Reply With Quote #14

Quote:
Originally Posted by Chdata View Post
My experience with teleporting things OnGameFrame is that they still appear to teleport lag on the client. Even all those homing rocket plugins, if you look closely, have the rocket model jumping when you rotate it - just the rocket trail obsures it so no one ever notices.

Which is why I try to make entities naturally cause movement.
Its best to use predicted movement when possible, but it is not always.
As I said, you can use the hammer method in sourcemod, constantly sending inputs to set the angle. That would be client predicted.

You could also just like, spawn a phys motor and hinge it to something.
Rotating in tf is bad at best anyhow, as players get stuck in the objects or slain.
There really is not good collision from geometry to players.... even the carts when moving slowly can push players into walls or go through them. Platforms moving will be choppy for players riding them.

If you are editing the map, you can just use a phys motor, or make an animated model.
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Chdata
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Old 02-19-2017 , 09:36   Re: func_rotating change speed
Reply With Quote #15

I've tried phys stuff but I'm bad xd
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