rotating killer

rotating killer

Re: rotating killer Posted by kdhunt2000 on Sun Dec 26th 2004 at 2:38am
kdhunt2000
98 posts
Posted 2004-12-26 2:38am
98 posts 20 snarkmarks Registered: Dec 19th 2004 Location: USA
ok, I made two cylindars basically right next to each other. I made the first one a func rotating then I duplicated it and made the second one the same thing only rev. direction so that they crush you in the middle. If I jump onto the first one, I ride it until I get to the middle where I get crushed and die, but the second one kills me as soon as I touch it. I dont want it to kill me, I want to ride it. Plz help me out
Re: rotating killer Posted by Nanodeath on Sun Dec 26th 2004 at 6:23am
Nanodeath
356 posts
Posted 2004-12-26 6:23am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
That's odd. Try setting the Blocking Damage to 0 and see what happens. Or reclone the first cylinder. If that doesn't work, and the cylinders have names, make sure the names are different. Lastly it always helps to Alt-P for problems.
Re: rotating killer Posted by kdhunt2000 on Sun Dec 26th 2004 at 7:27am
kdhunt2000
98 posts
Posted 2004-12-26 7:27am
98 posts 20 snarkmarks Registered: Dec 19th 2004 Location: USA
oh set it to 0, genius, utter genius!
Re: rotating killer Posted by Nanodeath on Sun Dec 26th 2004 at 8:04am
Nanodeath
356 posts
Posted 2004-12-26 8:04am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
edited the last one so it's a question Well, I was just asking you to test it with that...because now you can't get crushed between the two cylinders like you said you wanted it to. You might want to add a little workaround, like a trigger_hurt entity where you want the player to feel squishing damage...
Re: rotating killer Posted by kdhunt2000 on Sun Dec 26th 2004 at 7:08pm
kdhunt2000
98 posts
Posted 2004-12-26 7:08pm
98 posts 20 snarkmarks Registered: Dec 19th 2004 Location: USA
no I still would because the one cylindar still has 500 blocking damage so when I get put between them, I'm blocking one of them.
Re: rotating killer Posted by Nanodeath on Sun Dec 26th 2004 at 7:16pm
Nanodeath
356 posts
Posted 2004-12-26 7:16pm
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Ah, gotcha, was thinking you had removed the blocking damage on both of them.
Re: rotating killer Posted by kdhunt2000 on Fri Dec 31st 2004 at 9:25pm
kdhunt2000
98 posts
Posted 2004-12-31 9:25pm
98 posts 20 snarkmarks Registered: Dec 19th 2004 Location: USA
ok, I made it have no blocking damage but now whenever I step on it its like its blocked and it stops moving!
Re: rotating killer Posted by Zeon on Fri Dec 31st 2004 at 10:06pm
Zeon
37 posts
Posted 2004-12-31 10:06pm
Zeon
member
37 posts 14 snarkmarks Registered: Dec 22nd 2004 Location: USA
Set the Force Closed flag maybe?
Re: rotating killer Posted by kdhunt2000 on Fri Dec 31st 2004 at 11:27pm
kdhunt2000
98 posts
Posted 2004-12-31 11:27pm
98 posts 20 snarkmarks Registered: Dec 19th 2004 Location: USA
its a func_rotating not a func_rotatingdoor. It doesnt have a force closed flag, but thx