Func_rotating and Player Collisions

Need Help? The Day isnt going so well on the Mapping front?
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shiftey
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Func_rotating and Player Collisions

Post by shiftey »

I'm making a lift that is pushed up and down by func_rotating beams parented to each other to make an accordion-type lift device. I parented a prop_dynamic elevator model to the top and set up a simple button to initiate the elevator.

When activated, the accordion beams (the func_rotating brushes), unfold and push the elevator up. However, when I try to hop on it, the elevator stops moving. If i jump, the elevator rises until I land back onto it. It does the same thing when its going down. It only moves when the player isn't touching it.

I tried parenting a func_brush set to solidbsp to the lift but it does the same thing. I also tried setting up a separate path_track but it doesn't sync with the animation of the accordion beams so it looks silly. Is there a flag or setting I'm not seeing, or is the 15+ func_rotating brushes too complicated to calculate player collisions?
fug4life
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Post by fug4life »

Not sure if it'll help but you tried making a func_brush with the playerclip tool texture? And parenting that to the exsisting platform?
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shiftey
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Post by shiftey »

That didn't work either. But thankfully I stumbled across an option to solidbsp the func_rotatings. That fixed my problem but now I can't get the lift to stop at each floor. I tried setting a trigger with a filter to stop the motion when the lift enters the trigger but it doesn't work.
shiftey
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Post by shiftey »

I'm having another problem with the NPC turret near the elevator.

The turrets can somehow see the player through a prop_dynamic door and a func_door and they start shooting. The bullets don't go through however, you can hear them hitting the other side of the door. I talked to w0f0x and he said put up a BlockLOS brush but it still doesn't help. I get the following error in the console "blocking issue in occlusion queries! Grab brian!"
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