func_train, func_conveyor.. or ??

func_train, func_conveyor.. or ??

Re: func_train, func_conveyor.. or ?? Posted by hydeph on Mon Aug 9th 2004 at 8:15pm
hydeph
41 posts
Posted 2004-08-09 8:15pm
hydeph
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41 posts 24 snarkmarks Registered: Jul 28th 2004 Occupation: Service Clerk Location: Ontario
A guy asked me to make a target range where the targets move back and forth. Like in Perfect Dark.

What entity should I use, either one confuses me :cry:
Re: func_train, func_conveyor.. or ?? Posted by ReNo on Tue Aug 10th 2004 at 12:32am
ReNo
5457 posts
Posted 2004-08-10 12:32am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
If you just want the target to move from one spot to another, and then back again, you'd probably be best off using a func_door. Using the "lip" property you can set the distance the door should move - I believe it works in the way that the value you enter is taken away from one times the objects own size, so entering a negative value makes it travel further than once its own size. That explanation sucked, but you should figure it out from experimenting or looking up func_door tutorials. Set the delay before close value to get the target to stall at the destination point for a wee while before heading back to its origin if you like. There is a tutorial discussing the usage of func_doors in more depth here...

http://www.snarkpit.com/editing.php?page=tutorials&id=70&highlight=func_door

In order to repeat the movement you could have a multi_manager that targets the func_door after a set interval, and then targets ITSELF so as to loop the process. There are plenty of tutorials around on using multimanagers, such as this one here...

http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=91

If you want your targets to take a more complex path, then you would need to use a func_train. There is a tutorial on them here...

http://www.snarkpit.com/editing.php?page=tutorials&id=23&highlight=func_train
Re: func_train, func_conveyor.. or ?? Posted by fizscy46 on Tue Aug 10th 2004 at 1:34am
fizscy46
334 posts
Posted 2004-08-10 1:34am
fizscy46
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334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
What about the func_guntarget entity?
Re: func_train, func_conveyor.. or ?? Posted by JFry on Tue Aug 10th 2004 at 4:57am
JFry
369 posts
Posted 2004-08-10 4:57am
JFry
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369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
Yes func_guntarget is for regular hl and it is prolly a bit more versatile than using a func_door or train since it can register being shot. Depends on if you want an effect to occur when you hit the target.
Re: func_train, func_conveyor.. or ?? Posted by half-dude on Fri Aug 13th 2004 at 5:49am
half-dude
580 posts
Posted 2004-08-13 5:49am
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
now I've never try this be for but heres an idea to try.

make a func_tain brush and put the target texture or something on it and have it go back and forth, plus make it (not solid) so the bullets go through it. then make to invisable brushs (covered with the invis texture and had its propertys set) and make them on both sides of the target then group them and make them a func train (remimber its origin is were the little X is between them) an make them run on a track thats moves exactly as far as the target this is important!

---- = the non-solid train (target)

___= the solid train

__________------___________

The last step is to put a... (i dont remimber the name... Reno? a little help) its an entity that triggers when its shot ok. Put that behind the target and the sheild brushs

---- = the non-solid train (target)

___ = the solid train

vvvv = the shot indicater

vvvvvvvvvvvvvvvvvvvvvvvvvvv

__________------___________

(this is how it should work) the non solid brush (the target) acts as a hole in the wall between the two invisable solid brushs (the sheild brushs) and when the player hits the sheild brushes it blocks the bullet from hitting the shot trigger but when the player hits the target the bullet goes through it ant hits the shot trigger. this is why its important to make sure the target brush stays in line with the two sheild brushs.

(pic of the finished product)

---- = the non-solid train (target)

___ = the solid train

vvvv = the shot indicater

I = the bullets

L = the gun

vvvvvvvvvvvvvvvvvvvvvvvvvvv

__________---[color=yellow]I---[/color]___________

[color=black]---------------I[/color]

[color=black]---------------L[/color]
Re: func_train, func_conveyor.. or ?? Posted by wil5on on Fri Aug 13th 2004 at 8:39am
wil5on
1733 posts
Posted 2004-08-13 8:39am
wil5on
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1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
func_guntarget has some func_train functionality I think, havent used it before. I'd reccommend 1/2dudes suggestion as a last resort.