A Mapping Challenge

Mess

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I just thought of this challenge and have no idea how to do it so I thought I'd post it up here for you guys to ponder over.

The challenge is to create a clock entirely out of brushes and entities that has a MOVING SECONDS HAND. (That's not the Second hand, that's the hand that counts seconds). The other hands can be static if you want, but every second the seconds hand must snap to the next position.

If anyone has any ideas on how to do this, I'd be impressed.
 
Lol, sounds complicated.... and what would be the point of having a huge clock in hl2? or css?

-NonStopableForce
 
... func_motor. Calculate diameter length and work out a speed to get the right times.

You can't link this to your compclock unless it's a mod though (Because that'd require code).

Now how hard was it? I'd never waste time actually making it though.
 
Dead-Inside said:
You can't link this to your compclock unless it's a mod though (Because that'd require code).

Provided materials are allowed to send their properties as input parameters, one could use the "CurrentTime" proxy to get the server's time and (somehow) strip that down to seconds, minutes, and hours.

Also provided that the CurrentTime proxy actually works. Since much of the rest of Valve's documentation is wrong, though, I wouldn't count on it.
 
The clock doesn't have to do the exact time.

And Dead-Inside, the motor will move the Seconds hand continuously. I want it to snap into palce every second.

Challenge still unfulfilled.
 
oh, i was going to say, if you didnt want the second hand to snap, use func_rotating, hmm, back to hammer...
 
Mess said:
The clock doesn't have to do the exact time.

And Dead-Inside, the motor will move the Seconds hand continuously. I want it to snap into palce every second.

Challenge still unfulfilled.

... You mean tick, stop, tick, stop? Then it's a func_train (Or whatever it's called) that should be used.

Don't ask me HOW, but it's more than possible, that I know. I've never used the entity myself so I can't tell you how to set it up though.
 
its got a bug or two, but here it is.
 

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  • clock.zip
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but isnt it possible to use a usal func_rotating or something mabe phy_rotating (cant remember exact names) and then just make it rotate 1 sec then stop 1 sec then rotate 1 sec then stop 1 sec?
 
no, i did sorta what freelancer said. using a func_rotating, i made it move 6 degrees in like .02 of a second using a logic_timer and left it off for .98, then on, then off, etc. :cheers:
 
yes, it worked, but i figured it out on my own. your method would have worked if you had built it though. ;)
 
Mess said:
The challenge is to create a clock entirely out of brushes and entities that has a MOVING SECONDS HAND.
yeah...brushes, btw, did i impress you? :p
 
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