func_pendulum

func_pendulum

Re: func_pendulum Posted by Petrarch on Wed Jan 5th 2005 at 7:18pm
Petrarch
16 posts
Posted 2005-01-05 7:18pm
Petrarch
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16 posts 2 snarkmarks Registered: Dec 30th 2004 Location: Engerland
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.
Re: func_pendulum Posted by Zeon on Wed Jan 5th 2005 at 7:43pm
Zeon
37 posts
Posted 2005-01-05 7:43pm
Zeon
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37 posts 14 snarkmarks Registered: Dec 22nd 2004 Location: USA
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?
Re: func_pendulum Posted by DrGlass on Wed Jan 5th 2005 at 7:51pm
DrGlass
1825 posts
Posted 2005-01-05 7:51pm
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
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.
Re: func_pendulum Posted by Petrarch on Wed Jan 5th 2005 at 7:56pm
Petrarch
16 posts
Posted 2005-01-05 7:56pm
Petrarch
member
16 posts 2 snarkmarks Registered: Dec 30th 2004 Location: Engerland
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.
Re: func_pendulum Posted by Leperous on Wed Jan 5th 2005 at 9:07pm
Leperous
3382 posts
Posted 2005-01-05 9:07pm
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
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!)
Re: func_pendulum Posted by Rof on Wed Jan 5th 2005 at 10:16pm
Rof
210 posts
Posted 2005-01-05 10:16pm
Rof
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210 posts 41 snarkmarks Registered: Dec 3rd 2004
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.