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WSC movement tubes

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could it be related to the "change angles" option in the func_tracktrain entity? Try setting it to the various options.

Let me know which one works :P

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Artesia wrote:
Let me know which one works :P

nope, none make any difference

did you ever figure this out?

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Is there a reason to use a tracktrain for this?

if you have a tube with tons of turns, might save you from havning a million trigger_push entities... dunno tho, haven't tried it yet.

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Well, think of it this way. A non-looping path with X number of path_track entities would be equivalent to the same path with X-1 number of trigger_push entities. Using trigger_push also frees you from having to manage a func_tracktrain. Lastly, if you set the flags right, the trigger_push can be used both for the boxes and the player (if that's what you want).

If you want the boxes to take a separate path from the player, then it does make some sense to use a tracktrain.

Ahh, I knew I remembered a post about this somewhere. I couldn't get it to work, gonna try trigger_push now :D

I got this to work well using trigger_push for the horizontal movement, and func_movelinear for downward movement (i like it better than func_door since its easier to put in the move distance). What I can't work it is that the player needs to be crouching in order to fit into the tubes, and I wanted it with a vertical drop, so the player wouldn't be crouching in this instance. Is there way I can force the player to crouch without them having to do it themselves?

Use a func_train instead. It's a lot more stable than func_tracktrain.

However, it's not in the entity list by default, so you have to add it to the .fgd. To do this, open it with notepad and copy the code found on this page:

http://developer.valvesoftware.com/wiki/Func_train

http://www.dpgames.co.uk/

Sanity is not statistical.

I guess its a new one, does it work in the same way as the func_tracktrain? or is there new stuff we should know about it?

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