I'm making a train-based map, ala "On a Rail" from Half-Life. To give it that little extra something, I thought I would use a user-controlled train. I looked up how to use func_traincontrols and started using it. It wasn't the effect I wanted. It's exactly how it was in Half-Life, minus the HUD sprites.
Anyway, I got rid of it, deleted it, whatever. Problem is, the train acts like it's still there, and is controlled by it.
The train is not a HL1 train (flags).
The bsp is compiling, I've made changes with this problem.
I've renamed, and even remade the func_tracktrain, but it acts the same.
What can I do to fix this phantom entity short of copying the map?
1
Re: Permanent Traincontrols
Posted by Stadric on Sun Dec 3rd at 5:48am 2006
Posted by Stadric on Sun Dec 3rd at 5:48am 2006
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
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Re: Permanent Traincontrols
Posted by Campaignjunkie on Sun Dec 3rd at 9:01pm 2006

Campaignjunkie
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Posted by Campaignjunkie on Sun Dec 3rd at 9:01pm 2006
Access the Entity Report from the menu bar, and filter by classname. Make sure you actually deleted the traincontrols. Then filter by all references to the traincontrols' name, and clear those as well.
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Re: Permanent Traincontrols
Posted by Dark_Kilauea on Mon Dec 4th at 4:34am 2006

Dark_Kilauea
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Posted by Dark_Kilauea on Mon Dec 4th at 4:34am 2006
Also, check the not player controlled flag in the tracktrain's properties.
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Re: Permanent Traincontrols
Posted by Stadric on Mon Dec 4th at 2:10pm 2006
Posted by Stadric on Mon Dec 4th at 2:10pm 2006
I think I fixed it myself on accident. I changed the original train into a brush, and parented that to another train. Now the traincontrols effect isn't there.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
As I Lay Dying
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