Things flying through tube?

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andu
19 Posts
Posted Jan 20, 2012
Hi there.

I've got a tube in my map for visual reasons. And now I thought of having cubes flying through it to make it more interesting. I tried a little by myself but I ended up having nothing really useful. So how can you do that? And is it even possible to have the things in the tube for example rotating a little?

Thanks for every help.

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wrathofmobius
216 Posts
Posted Jan 20, 2012
Replied 26 minutes later

https://developer.valvesoftware.com/wik ... rsity_Vent
It's a model with an animation.

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ChickenMobile
2,460 Posts
Posted Jan 20, 2012
Replied 8 hours later
Try using a 'model of a cube' (i.e. a prop_dynamic_ovveride) parented to a func_train which follows a chain of path_tracks. Some settings will make the cube rotate such as face direction of motion and change velocity easein/easeout.
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Brainstone
401 Posts
Posted Jan 22, 2012
Replied 1 day later
Another possibility is to use several trigger_push to shift the cubes through the tube.
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andu
19 Posts
Posted Feb 04, 2012
Replied 13 days later
Thanks to everybody. I did it the way chickenmobile explained: a dynamic model following a func_tracktrain. I just couldn't figure out how to make it rotating, but it's fine so far.
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spongylover123
944 Posts
Posted Feb 04, 2012
Replied 48 minutes later

andu wrote:
Thanks to everybody. I did it the way chickenmobile explained: a dynamic model following a func_tracktrain. I just couldn't figure out how to make it rotating, but it's fine so far.

Parent func_rotating to the tracktrain, and cube to the rotating

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Mr. P. Kiwi
97 Posts
Posted Feb 09, 2012
Replied 4 days later
Something I started working on is a set of tubes which fit the cube animations. There are just so many animations it's a waste not to use them. It's not easy work to figure out the correct path, but at the end it'll be worth it - numerous vent instances to use. You can try doing it like this too.
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Pitkakorvaa
200 Posts
Posted Feb 09, 2012
Replied 5 hours later

spongylover123 wrote:
andu wrote:

Thanks to everybody. I did it the way chickenmobile explained: a dynamic model following a func_tracktrain. I just couldn't figure out how to make it rotating, but it's fine so far.

Parent func_rotating to the tracktrain, and cube to the rotating

Too complicated, just place path_tracks in different angle and change this in path_tracks propertires:
Orientation Type - Face this path_track's angles. And of course func_tracktrains:
Change Angles - Linear blend + speed to 700

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Jepp
134 Posts
Posted Feb 11, 2012
Replied 2 days later

Pitkakorvaa wrote:
spongylover123 wrote:

andu wrote:

Thanks to everybody. I did it the way chickenmobile explained: a dynamic model following a func_tracktrain. I just couldn't figure out how to make it rotating, but it's fine so far.

Parent func_rotating to the tracktrain, and cube to the rotating

Too complicated, just place path_tracks in different angle and change this in path_tracks propertires:
Orientation Type - Face this path_track's angles. And of course func_tracktrains:
Change Angles - Linear blend + speed to 700

I must say that I think spongylover's solution sounds better since if you don't have the path_tracks so that they have a consistent distance from eachother the rotation might look odd, and you don't have to turn every single path_track in case you have very many of them. But your way might look more realistic, in corners and so on.

Correct me if I'm wrong, I have'nt ever used these myself.