Problem making a movable excursion beam...

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CosmicD
125 Posts
Posted May 05, 2012
Hello,

I'm working on a new map where I have a musical puzzle set up, with 6 ball sockets which represent notes. It's fully scripted and it works.

The user needs to direct the ball inside the correct ball socket by means of a movable excursion funnel.

  • I've made a func_tracktrain which contains the prop_tbeam
  • the tracktrain is perfectly rigged, the 'navigation buttons" that the user has to press to bring the tbeam prop over the notes of their choise will allign the prop perfectly over the ball sockets in question, so that all works.
  • path tracks work perfectly, named scripts respond good and all that..

The only problem I always see is that the actual excursion beam itself remains stationary. I see the prop moving but the beam will always stay where it is. (seems to be static).

It's crucial that the beam will actually take the ball with it on it's way to a new note so the user can drop it on the "note" by inversing the polarity.

ANyone an idea of why this tractor beam doesn't move allong the tracktrain brush ?

How can I make it so the beam itself moves also ? I've seen this in a sixaxis demo so it should be workable but I think I do soemthing wrong.

The tbeam prop is parented to the tracktrain brush and

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ChickenMobile
2,460 Posts
Posted May 05, 2012
Replied 1 hour later
I assume that tractor beams work in the same way as light bridges do. The actual tractor of the tractor beam will remain stationary while the model will move.

The solution: disable and then re-enable your tractor beam in the correct position. If you want the tractor beam to move while the ball is inside it, you would probably need to create some sort of script that enables and disables every few milliseconds so then the ball cannot fall out the funnel.

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CosmicD
125 Posts
Posted May 05, 2012
Replied 1 hour later

I could try that, but that's maybe going to be a bit glitchy,

THe thing i'm talking about can be viewed here:

http://youtu.be/wELNyA-tC4U?t=24s

But now that I see it again, it's actually the portal itself which makes the funnel move.

If it's too much of a stretch to do I should redesign the puzzle to complete it a bit differently.

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spongylover123
944 Posts
Posted May 05, 2012
Replied 4 hours later
Make a logic_timer, set the refire interwal to 0.
and make the output

ontimer-tbeam-enable

also i recommend supressing anim sounds by disabling smartedit, or you'll get a looping enabling funnel sound.

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CosmicD
125 Posts
Posted May 05, 2012
Replied 9 minutes later
Thx,

Do you know how this key that I have to add is called (to suppress the sounds ?)

thx

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spongylover123
944 Posts
Posted May 05, 2012
Replied 5 minutes later
SuppressAnimSounds - 1
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CosmicD
125 Posts
Posted May 05, 2012
Replied 6 minutes later
hehe, thx, should have looked to the wiki earlier :razz:. Anyway, it works great!. You dont actually see the beam when the prop is moving but when I transport the ball and use the navigation buttons, revers polarity, it works ok.

Thx for this, I think I can finish the map now as all this prototyping seems to result in the puzzle that I wanted.