[SOLVED] [solved] rotate spawnpoints - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Support (https://forums.xonotic.org/forumdisplay.php?fid=3) +--- Forum: Xonotic - Help & Troubleshooting (https://forums.xonotic.org/forumdisplay.php?fid=4) +--- Thread: [SOLVED] [solved] rotate spawnpoints (/showthread.php?tid=717) |
[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 ) 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 It is working ... 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". |