Help with BTS Vactubes
I'm trying to create a relatively simple vactube system to add a bit of interest to my map, but there's problems:
At first I tried using trigger_pushes and entity_makers, templates, and so on, but that didn't really work and was very clunky and uncomfortable to create.
Then I tried using a more preferable method, using a track and func_tracktrains, with a prop_dynamic override parented to the tracktrain. A timer would tell a point_template to spawn the tracktrain+model at random intervals. I chose this method after seeing that it was used in a decompiled Wibi!Data map.
Both times, nothing would happen. The first method, nothing even spawned, the second, I have a feeling hundreds of cubes got stuck in each other at the spawn point because it got really laggy if I went near. There was also one floating outside the map.
I realize this is probably a pretty simple thing and there's an equally simple solution, but I'm stumped. Any help, or even documentation on how you personally create vactubes, is much appreciated. I can upload the .vmf if need be.
OnPass -> cubespawner -> ForceSpawn
If I remember I'll upload the instance
TeamSpen210 wrote:
Do you also have the timer trigger it to StartForward?
Oh god... 
I can't believe I've done this. It works now, though I've made mistakes on the angles, etc. so it isn't going the right way.
Gee, this has got to be one of the stupidest mistakes in my mapping career.
Either way, thanks for the suggestions guys. Ben, that instance is probably worth posting anyway, might help others out down the track.
Dr.Toaster Waffles wrote:
srs bsnss, did you use the first method with entity makers and logic timers? Or did you do the second method? I want to know which one is best.
The second method (path_tracks, tracktrains and such) is easier to set up in Hammer, although it has the downside that the movement is unrealistically smooth, it looks like the cube is just sailing through the air without wobbling or anything at all.
srs bsnss wrote:
Dr.Toaster Waffles wrote:srs bsnss, did you use the first method with entity makers and logic timers? Or did you do the second method? I want to know which one is best.
The second method (path_tracks, tracktrains and such) is easier to set up in Hammer, although it has the downside that the movement is unrealistically smooth, it looks like the cube is just sailing through the air without wobbling or anything at all.
How about a Point_Push with -200 Magnitude, parented to the train. And the cube spawns when then push spawns. I tryed that months ago, worked, but in near of the tube should be another objects
But the cube wobbles ^^
.vmf attatched
But in your vmf, there are multiple trains the same time, and that doesn work, the cube is parented to multiple trains. I dont really know how to get that work, that one cube is parented to only one specific train. ^^
yishbarr wrote:
You know how vactube models work, right? They're basically cubes with animations that make them move. Are you doing this because there are no animations that work for you?
Yes, I understand how they work, and I do realize that there is a plethora of animations for it, however I'm working in a limited space and with a specific set of pipes, which means that there's no animation that works for me.
TheTobbell wrote:
It works when only cube is at the same time in the tubeBut in your vmf, there are multiple trains the same time, and that doesn work, the cube is parented to multiple trains. I dont really know how to get that work, that one cube is parented to only one specific train. ^^
Hmm, I think I see what you mean. Because multiple cubes and trains exist at the same time, it's glitching out because it doesn't know what to parent itself to. Ok, I think I know what I should do now:
TeamSpen210 wrote:
...check the flags "Preserve entity names" in the template.
That was it, it works now. Many thanks to everyone involved, this certainly was good to learn. I'll make sure the method is perfect then write something on the VDC about it so others don't have the same problems I did.