would a set of func_tracktrains that push the player and/or cubes work?
WSC movement tubes
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?
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. 
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?
Let me know which one works 
Artesia wrote:
Let me know which one works
nope, none make any difference
If you want the boxes to take a separate path from the player, then it does make some sense to use a tracktrain.
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: