func_pendulum
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Re: func_pendulum
Posted by Petrarch on Wed Jan 5th at 7:18pm 2005


I notice that func_pendulum has gone. What can we use instead?

I was going to use one for an oscillating camera, you see. I know there are other ways to do it, but making in a pendulum seemed the obvious one.





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Re: func_pendulum
Posted by Zeon on Wed Jan 5th at 7:43pm 2005


This answer really depends on if you're looking for the curved motion of a pendulum, or if you're okay with it moving in an oscillating fashion in a straight line.

If you can work with it moving in a straight line, try using func_movelinear. You can set the distance that it moves, how fast, and so on. You'll then need something to make it repeat its actions over and over....not sure about that one...maybe a logic_compare?





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Re: func_pendulum
Posted by DrGlass on Wed Jan 5th at 7:51pm 2005


make a small box with the nodraw texture on it, make it func_movelinear or func_train, name it and have your camera target it.

Now your camera shouls point at the box where ever it moves. Oh, and be sure to make it non solid if there is a chance that the player will run into it.




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Re: func_pendulum
Posted by Petrarch on Wed Jan 5th at 7:56pm 2005


Ok chaps, I'll give it a go.

btw, what's the best thing to set the camera as? By that I don't mean the point_camera, I mean the physical camera brush I've made.





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Re: func_pendulum
Posted by Leperous on Wed Jan 5th at 9:07pm 2005


A pendulum can be easily created using a phys_lengthconstraint entity and a couple of parented info_targets- check out the tire swing newbie tutorial. You can probably use a thruster to keep it going indefinitely, or one of those motion altering entities (not sure of the name!)



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Re: func_pendulum
Posted by Rof on Wed Jan 5th at 10:16pm 2005


Or if you don't want to use physics, repeatedly triggering a func_door_rotating entity will basically emulate the old func_pendulum.

You can even get it to self-trigger, on its output tab, set: OnFullyClosed; target <doorname>; via input Open.







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