Help with BTS Vactubes

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srs bsnss
552 Posts
Posted Aug 16, 2013
Alright, I've been hacking away at this for a while now and it just won't work.
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.

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ChickenMobile
2,460 Posts
Posted Aug 16, 2013
Replied 4 minutes later
For tuberides do not parent the physical cube to the vac - you should be using a dynamic model to go through the pipes and then spawn the real cube once it reaches its' destination.

OnPass -> cubespawner -> ForceSpawn

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TeamSpen210
608 Posts
Posted Aug 16, 2013
Replied 32 minutes later
You'd also want to tell the path_track at the end to also OnPass -> !activator -) Kill to delete that track and model once it gets to the end. Do you also have the timer trigger it to StartForward? You might want to check the flags "Preserve entity names" in the template.
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Goldenknighttim
182 Posts
Posted Aug 16, 2013
Replied 10 minutes later
For testing it, before you are completely sure on what you are going to do in your map, I would create a new map and test your vactubes in an area that you can see each step easily, rather than letting errors build up before you have the chance to take a good look at it, or worse, having what you are testing behind a wall so you can't see what works and what doesn't.
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BenVlodgi
633 Posts
Posted Aug 16, 2013
Replied 50 minutes later
I have an instance, that does all of the spawning of random cubes for you, and sends them to a path track. Its very possible Doug used it in Wibi. At the end of the path you have to add some logic to kill the cubes, super easy stuff.
If I remember I'll upload the instance
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srs bsnss
552 Posts
Posted Aug 17, 2013
Replied 22 hours later

TeamSpen210 wrote:
Do you also have the timer trigger it to StartForward?

Oh god... :sigh:

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.

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Dafflewoctor
415 Posts
Posted Aug 17, 2013
Replied 4 hours later
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.
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srs bsnss
552 Posts
Posted Aug 18, 2013
Replied 8 hours later

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.

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User
630 Posts
Posted Aug 18, 2013
Replied 5 hours later

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 :biggrin: But the cube wobbles ^^

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srs bsnss
552 Posts
Posted Aug 18, 2013
Replied 2 hours later
Alright, so I'm faced with another problem - I think this relates to what ChickenMobile said. The first cube goes through fine, as does the second, but every subsequent cube goes flying out of the map. I have a strong feeling that I've butchered the logic of it, though I don't really know where. I don't suppose someone could take a look and help me sort it out?

.vmf attatched

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User
630 Posts
Posted Aug 18, 2013
Replied 1 hour later
It works when only cube is at the same time in the tube

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. ^^

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Gemarakup
1,183 Posts
Posted Aug 18, 2013
Replied 3 hours later
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?
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srs bsnss
552 Posts
Posted Aug 19, 2013
Replied 14 hours later

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 tube

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. ^^

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.