This actually quite intersting and - have some ideas you could try.

For the water flowing from bucket to bucket use particle systems. Then make inv 
door brushes to move up and down (put this on a timer to always be going). Then 
parent a different func rotatting brush to these doors. and fnally parent the 
buckets to the rotating brushes.

Then it should just be a matter of timing everything to do as you want to. I 
could try to do it when I get home if you are still confused


Enviado desde mi oficina móvil BlackBerry® de Telcel

-----Original Message-----
From: Eric Dixon <[email protected]>
Sender: [email protected]
Date: Thu, 8 Dec 2011 15:27:27 
To: Left 4 Dead Modder List<[email protected]>
Reply-To: Left 4 Dead Modder List <[email protected]>
Subject: Re: [L4Dmapper] Haunted buckets

Haven't tried anything like that recently, but you could try using
func_doors and a sequence of logic events to open & close them, and trigger
the particle effects?  They handle 90 degree rotation and back
automatically...

On Thu, Dec 8, 2011 at 3:06 PM, Andrew Byro <[email protected]> wrote:

> Hi all, I'm working on a project and am stuck and need some help.
>
> The best way describe what I'm doing is haunted buckets. Some buckets are
> floating in the air. The first one rotates 90 degrees and sets off a
> particle effect to pour water "into" the second one. It doesn't have to
> hold the water, it just needs to look like water has been poured into it.
> The second bucket rotates 90 degrees and pours water into a third bucket,
> and so on, while the first bucket returns up its upright position and is
> filled again. So, you end up with a sort-of bucket bridgade effect. The
> buckets don't actually displace XYZ, only rotate.
>
> Right now, I'm not worried about the models and such, I'm really focusing
> on getting the mechanic to work properly. Some things I've tried:
>
> 1. making a series of three path_track and func_tracktrain which go in a
> curve, with the third one set to return back to the first. Result: the
> model floats between points 1 and 3 at and angle, without rotating.
> 2. Setting the model on a phys_hinge. Result: The hinge turns out to be a
> freely-rotatable axis. That means that as near as I can tell, there is no
> way to stop it at any point. Moreover, it is purely passive, so there is no
> way to return the buckiet back to an upright position. It apparently will
> only with with prop_phys and not prop_dynamic as far as I can determine.
> 3. Setting the model on a phys_hinge, then having either one or two
> path_track/func_tracktrain nodraw blocks push the top and bottom in order
> to force the bucket to rotate, stop rotating, go back upright. Result: The
> darned things wouldn't run at all, and this is awkward as hell anyway,
> askiing for glitches.
> 4. phys_motor/phys_torque embedded in the model. Result: While phys_hinge
> allows the item to float in the air, phys_motor apparently requires the
> item to be independantly held in place. I think so anyway, as the prop just
> kept dropping to the floor.
>
> Last idea I'm going to try: embed two phys_keepupright in the model. Hvae
> one set 90 degrees from the other. See if I can set it so that one sets
> off, rotates the bucket, triggers the other one while turning itself off,
> the bucket oscillates between the two.
>
> These all seem like such really dumb workarounds for something as simple as
> "rotate 90 degrees, set off particle effect, rotate -90 degrees, wait 2
> seconds, repeat" Does anyone know of a solution?
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>
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