trains break walls

trains break walls

Re: trains break walls Posted by Skillers on Sat May 22nd 2004 at 9:40am
Skillers
2 posts
Posted 2004-05-22 9:40am
Skillers
member
2 posts 0 snarkmarks Registered: May 22nd 2004 Occupation: Student Location: Home
Hi All

I'm currently making a map which involves a func_tracktrain.

I want part of the map have a part where you smash through the wall on the train.

I have not found how to do this yet, so I was wondering if anybody with more experience could help me.

I would prefer it if you couldn't smash it in anyway while walking, so it only smashes when you are on the train.

Also, any hints on how to make it as realistic as possible would be useful.

Thank You. :confused:
Re: trains break walls Posted by scary_jeff on Sat May 22nd 2004 at 10:11am
scary_jeff
1614 posts
Posted 2004-05-22 10:11am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Hi

What you need to do is set the central part of the barrier (the bit that needs to be smashed) as a func_wall_toggle, and call it 'trainwall1' or whatever. You then need to put a train track entity right by the wall, so that when the origin of your train is over the node, the front of your train lines up with the barrier. Set the 'fire on pass' for this track node to 'traintrig1'. Lastly, put a trigger_once inside the wall to be broken, call it 'traintrig1', and set it's target to 'trainwall1'. The trigger_once is needed otherwise if you reversed the train past the train node, the wall would reappear.

To make it more realistic, you can put some func_breakables inside the func_wall_toggle, whose name is set to 'trainwall1' as well. Check the flag 'only trigger', and choose appropriate gib style, direction, model, etc.
Re: trains break walls Posted by Orpheus on Sat May 22nd 2004 at 11:19am
Orpheus
13860 posts
Posted 2004-05-22 11:19am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Skillers said:
Hi All



Thank You. :confused:
both of these work around here.. we are not as bad as it seems.
Re: trains break walls Posted by wil5on on Sat May 22nd 2004 at 1:25pm
wil5on
1733 posts
Posted 2004-05-22 1:25pm
wil5on
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
If a breakable doesnt have enough debris for you, try an env_shooter.

Name: trainwall1
Gib model: models/concretegibs.mdl

Set the angles, number of gibs, force etc. to whatever you want. If the walls not concrete, try a different gib model (look in pak0.pak/models).
Re: trains break walls Posted by fishy on Sat May 22nd 2004 at 4:16pm
fishy
2623 posts
Posted 2004-05-22 4:16pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
why not just make the wall as a func_breakable, targeted the same way Jeff explained for the wall_toggle. i'm sure i've done it that way with a train smashing through wooden barriers.
Re: trains break walls Posted by scary_jeff on Sat May 22nd 2004 at 7:28pm
scary_jeff
1614 posts
Posted 2004-05-22 7:28pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Then a player can just blow it up eventually. I went for the func_breakable instead of the env_shooter because with a shooter, the debris all come from one point, and with a breakable, they fall out of a volume.
Re: trains break walls Posted by ReNo on Sat May 22nd 2004 at 7:29pm
ReNo
5457 posts
Posted 2004-05-22 7:29pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
A breakable can be set to only break on trigger if you set the flag I believe.
Re: trains break walls Posted by scary_jeff on Sat May 22nd 2004 at 7:34pm
scary_jeff
1614 posts
Posted 2004-05-22 7:34pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Oh yeah, silly me.

Best not to bother with the func_wall_toggle then. Should I edit my first post?
Re: trains break walls Posted by Skillers on Sun May 23rd 2004 at 9:16am
Skillers
2 posts
Posted 2004-05-23 9:16am
Skillers
member
2 posts 0 snarkmarks Registered: May 22nd 2004 Occupation: Student Location: Home
Thank You

I'll try that now

P.S. Late reply - 1<sup>st</sup> time on net since yesterday morning