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? > _______________________________________________ > L4Dmapper mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper > _______________________________________________ L4Dmapper mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper _______________________________________________ L4Dmapper mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
