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WSC movement tubes

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Any Ideas on how to get the player "sucked" through those tubes that take the WSCs all over the place? (Its in the final map)

would a set of func_tracktrains that push the player and/or cubes work?

For the player it's a func_push and for going upwards it's a func_door.

You could also be tricky and use a camera, but I don't think they did that in-game.

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Vampired wrote:
For the player it's a func_push and for going upwards it's a func_door.

is there a reason it is both? surely either would work in the others place?

just looked... func_push!?!?! is it a new one for ep2 or something? it doent seem to exist

Pretty sure it is trigger_push. :roll:

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Thanks, I knew I should have checked trigger too, the number of times i use the wrong one!

Ok so now I have a WSC parented to a func_track train, going through a delivery tube and the faster I make it go the further away it gets from where the path_track connection line in hammer goes.
the path_tracks are in the dead centre of the delivery tubes and when i set the func_tracktrain's speed to 100 it goes straight through the centre too, but when i set it's speed to 500, to look more like it does ingame, it goes halfway out of the tube.

why is this happening? it doesn't make sence. :cry:

I'm confused. Explain it, and give us your entity set up, I/O setup. Etc. ;D

Life is like a pipe, it's hard to get through and you're not always guaranteed a happy ending.

Image

I have a load of path_tracks, all set up with no I/Os and they are all liked to the next one in the link correctly.
I have a func_tracktrain with the first stop target as the first path_track
I have a prop_dynamic_overide parented to the func_track_train
I have a trigger_once telling the func_tracktrain to "startForwards"

3--------4
|--------|
|--------|
2--------1

when the func_tracktrain's max speed is set to 100 it follows that path
when it's speed is set to 500, it follows roughly that path, but is about 32 units off centre. - why is this?

that clearer?

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