WSC movement tubes

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youme
937 Posts
Posted Oct 23, 2007
Any Ideas on how to get the player "sucked" through those tubes that take the WSCs all over the place? (Its in the final map)

would a set of func_tracktrains that push the player and/or cubes work?

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Vampired
3 Posts
Posted Oct 23, 2007
Replied 14 minutes later
For the player it's a func_push and for going upwards it's a func_door.
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msleeper
4,095 Posts
Member
Posted Oct 23, 2007
Replied 18 minutes later
You could also be tricky and use a camera, but I don't think they did that in-game.
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youme
937 Posts
Posted Oct 23, 2007
Replied 33 minutes later

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?

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youme
937 Posts
Posted Oct 23, 2007
Replied 28 minutes later
just looked... func_push!?!?! is it a new one for ep2 or something? it doent seem to exist
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msleeper
4,095 Posts
Member
Posted Oct 23, 2007
Replied 5 minutes later
Pretty sure it is trigger_push.
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youme
937 Posts
Posted Oct 23, 2007
Replied 7 minutes later
Thanks, I knew I should have checked trigger too, the number of times i use the wrong one!
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youme
937 Posts
Posted Oct 26, 2007
Replied 2 days later
Ok so now I have a WSC parented to a func_track train, going through a delivery tube and the faster I make it go the further away it gets from where the path_track connection line in hammer goes.
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.

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Grudge
307 Posts
Posted Oct 26, 2007
Replied 3 hours later
I'm confused. Explain it, and give us your entity set up, I/O setup. Etc. ;D
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youme
937 Posts
Posted Oct 26, 2007
Replied 36 minutes later
I have a load of path_tracks, all set up with no I/Os and they are all liked to the next one in the link correctly.
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?

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Artesia
238 Posts
Posted Oct 26, 2007
Replied 5 hours later
could it be related to the "change angles" option in the func_tracktrain entity? Try setting it to the various options.

Let me know which one works

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youme
937 Posts
Posted Oct 26, 2007
Replied 36 minutes later

Artesia wrote:
Let me know which one works

nope, none make any difference

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Artesia
238 Posts
Posted Nov 01, 2007
Replied 6 days later
did you ever figure this out?
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Shmitz
167 Posts
Posted Nov 01, 2007
Replied 6 minutes later
Is there a reason to use a tracktrain for this?
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Artesia
238 Posts
Posted Nov 01, 2007
Replied 4 minutes later
if you have a tube with tons of turns, might save you from havning a million trigger_push entities... dunno tho, haven't tried it yet.
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Shmitz
167 Posts
Posted Nov 01, 2007
Replied 23 minutes later
Well, think of it this way. A non-looping path with X number of path_track entities would be equivalent to the same path with X-1 number of trigger_push entities. Using trigger_push also frees you from having to manage a func_tracktrain. Lastly, if you set the flags right, the trigger_push can be used both for the boxes and the player (if that's what you want).

If you want the boxes to take a separate path from the player, then it does make some sense to use a tracktrain.

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Leck
71 Posts
Posted Nov 05, 2007
Replied 3 days later
Ahh, I knew I remembered a post about this somewhere. I couldn't get it to work, gonna try trigger_push now
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Leck
71 Posts
Posted Nov 05, 2007
Replied 13 hours later
I got this to work well using trigger_push for the horizontal movement, and func_movelinear for downward movement (i like it better than func_door since its easier to put in the move distance). What I can't work it is that the player needs to be crouching in order to fit into the tubes, and I wanted it with a vertical drop, so the player wouldn't be crouching in this instance. Is there way I can force the player to crouch without them having to do it themselves?
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espen180
307 Posts
Posted Nov 06, 2007
Replied 6 hours later

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:

http://developer.valvesoftware.com/wiki/Func_train

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youme
937 Posts
Posted Nov 06, 2007
Replied 8 hours later
I guess its a new one, does it work in the same way as the func_tracktrain? or is there new stuff we should know about it?