Source SDK

Source SDK

B. Mills Apr 26, 2016 @ 11:46am
making func_rotating unblockable again?
Hello, I have two rotating platforms which players must run across to progress in my cs:go zombie escape map.

It used to work fine, but after the update around a month or two ago the flag option "unblockable by player" is no longer there, resulting in the platforms are now being blocked by players.

Hope someone can help me, thanks!
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Showing 1-6 of 6 comments
Moltard Apr 26, 2016 @ 9:49pm 
You can set Blocking Damage to 10 or more. If they block it, they will receive damages.
B. Mills Apr 27, 2016 @ 3:38am 
Originally posted by Moltard:
You can set Blocking Damage to 10 or more. If they block it, they will receive damages.
Thanks for reply, but it's not really a solution. I don't want players to get damaged from it, and the platform would still be blocked, right?

It has to be unblockable and keep spinning.
Luctaris Apr 29, 2016 @ 12:35am 
A work around that I think will work is creating a brush the size of the rotating platform you want and tie it to a func_brush. In the center of that func_brush, create another 1x1 brush which will act as your 'rotating' point and tie that 1x1 block to func_rotating.

Disable collision on the func_rotating, and parent the original func_brush platform to the func_rotating platform. In theory, it should rotate the parented platform without allowing the players to block it. The only downside would be you'd have to use 2 entities and brushes now for each rotating platform instead of the previous one.
B. Mills Apr 29, 2016 @ 5:30am 
Originally posted by FrozenState:
A work around that I think will work is creating a brush the size of the rotating platform you want and tie it to a func_brush. In the center of that func_brush, create another 1x1 brush which will act as your 'rotating' point and tie that 1x1 block to func_rotating.

Disable collision on the func_rotating, and parent the original func_brush platform to the func_rotating platform. In theory, it should rotate the parented platform without allowing the players to block it. The only downside would be you'd have to use 2 entities and brushes now for each rotating platform instead of the previous one.

Thanks! This might be a solution. I will definitely try it next time I work on my map.

I don't understand why the "unblockable" flag option was removed from func_rotating, seems like a basic must-have.
Rectus Apr 29, 2016 @ 5:50am 
It could be that it was removed from the .FGD file by mistake. The files are probably manually edited when new features are added to the games, so there's always going to be stuff missing.

You could always go find the spawnflag in an other games .FGD file and edit it back, and see if it still works.
B. Mills Apr 29, 2016 @ 6:28am 
Originally posted by Rectus:
It could be that it was removed from the .FGD file by mistake. The files are probably manually edited when new features are added to the games, so there's always going to be stuff missing.

You could always go find the spawnflag in an other games .FGD file and edit it back, and see if it still works.
Okay, sounds a bit too advanced for me, but thanks :)
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Date Posted: Apr 26, 2016 @ 11:46am
Posts: 6