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[SOLVED] [solved] rotate spawnpoints - Printable Version

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[solved] rotate spawnpoints - It'sMe - 07-15-2010

how can i rotate spwanpoints?

To rotate brushes i just add them to one group and use func_rotating.
But how can i rotate spawnpoints? (not around there own axis Smile)

I wanna group them with some brushes and all should rotate together.

Thanks for help!


RE: rotate spawnpoints - FruitieX - 07-15-2010

This MIGHT work:

Give the spawnpoint a targetname, e.g. "t1"
Create a misc_follow somewhere near it, and hook it up to the spawnpoint with "killtarget" "t1"
Then give your func_rotating a targetname as well, e.g. "t1_rotating"
Now you need to connect the misc_follow to the rotating ent by giving the misc_follow the following key: "target" "t1_rotating".

This is all from what I remember, to get it right for sure I'll give you the following advice: RTFM. In the entity window there's a description on how to use the entity, read that.

Also no guarantees this will actually work on spawnpoints, my guess is that it won't. I bet it fails by not updating the spawnpoint position/rotation at all, as I don't think this is updated each frame in QC code.


RE: rotate spawnpoints - It'sMe - 07-15-2010

thanks i will have a try!
Thanks for your answer Smile
It is working Smile ...

Have done it like this (the misc_follow target are changed)

- I gave the spawnpoint a targetname, e.g. "t1"
- Created a misc_follow somewhere near it, and hook it up to the spawnpoint with "target" "t1"
- Then I gave the func_rotating a targetname as well, e.g. "t1_rotating".
- And connected the misc_follow to the rotating ent by giving the misc_follow the following key: "killtarget" "t1_rotating".