trains

trains

Re: trains Posted by p33j on Thu Jan 20th 2005 at 10:04pm
p33j
5 posts
Posted 2005-01-20 10:04pm
p33j
member
5 posts 1 snarkmarks Registered: Jan 20th 2005
Ok, I tried searching, and while I found some relevant information, I couldnt find anything for what Im trying to do exactly. Here is what Ive done so far (copied from my post at VERC)...

Post 1. " a couple train prop questions :cool:

Can they be made to randomly pass through? Like say every minute or so?

Also, I notice the engine for the combine trains is missing the front wheel... um??? Is there another prop Im missing that I should use?

And finally, do such moving objects lag things like they did in hldm?"



Post 2. "Ok, Ive been playing with it for a bit and I think Im on the right track except I cant bring it all together. Here is what Ive done so far.

I created a prop_dynamic using the combine engine. I made a brush the same size and made it a func_tracktrain with an invisible texture. I assigned it as the parent to the prop_dynamic. I have 2 path_track entities for them to follow. Ok, now everything moves, but the train is turned sideways for some reason. I cant figure out how to correct this. 8(

I have also set up a logic_timer so the train will come through every minute and a half. It halfway works. The func_tracktrain works correctly because I can hear the sound that Ive assigned to it as it spawns and moves, but the prop_dynamic does not spawn with it.

And finally, the prop_dynamic doesnt disappear after it goes through. Also, the func_tracktrain (and the sound with it)doesnt either. The sound is infinite.

Make sense at all?

Any help would be much appreciated. "

This is really annoying me because I feel like Im so close to getting this, but I cant get it all working correctly. 8( Can anyone here at snarkpit help? That would be very awesome. :cool:
Re: trains Posted by Orkin on Thu Jan 20th 2005 at 10:23pm
Orkin
13 posts
Posted 2005-01-20 10:23pm
Orkin
member
13 posts 1 snarkmarks Registered: Jan 7th 2005 Occupation: Network Administrator Location: USA
The reason your train faces sideways is because the func_tracktrain is made to rotate where it's always facing the next target in the path. To fix it, either rotate the train so that it faces the positive X direction (even though it may look wrong in Hammer, it will be rotated correctly in-game), or check the "Fixed Orientation" flag (only if you have no turns in the track).
Re: trains Posted by Nickelplate on Thu Jan 20th 2005 at 10:49pm
Nickelplate
2770 posts
Posted 2005-01-20 10:49pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
the wheel is missing because the way they drove the train was by making a wheel that actually drove the train. There should be a wheel prop.
Re: trains Posted by p33j on Thu Jan 20th 2005 at 10:57pm
p33j
5 posts
Posted 2005-01-20 10:57pm
p33j
member
5 posts 1 snarkmarks Registered: Jan 20th 2005
Ok, I fixed it by rotating them like you said. That worked, but my other problems are still there. Thanks. :cool:

Thanks nickelplater, I will look into that wheel. :cool: So youre saying that the trains in hl2 are being pulled by that wheel?
Re: trains Posted by p33j on Fri Jan 21st 2005 at 12:06am
p33j
5 posts
Posted 2005-01-21 12:06am
p33j
member
5 posts 1 snarkmarks Registered: Jan 20th 2005
Ok, Ive made a little more progress. I made a trigger_teleport at the "end of the line" with the teleport everything flag checked and pointing to the first path_track. I have the flag "teleport to THIS path track" checked. It works beautifully except its just a constant loop with no random delay. I guess I need to figure this out with my logic_timer. Does anyone know how I could set that up by any chance? Ill keep fiddling in the meantime.

Thanks :cool:
Re: trains Posted by p33j on Fri Jan 21st 2005 at 1:25am
p33j
5 posts
Posted 2005-01-21 1:25am
p33j
member
5 posts 1 snarkmarks Registered: Jan 20th 2005
Ok I fixed this, but it causes a small problem still. I got rid of the logic_timer and deleted any outputs, etc I had for the trains and the teleport. I added 2 outputs to the trigger_teleport. The 1st output with a name of OnStartTouch targeting the func_tracktrain to stop with a delay of 0. The 2nd output with a name of OnStartTouch pointing to the func_tracktrain to resume after x amount of seconds. It works, except Ive noticed that the teleportation of the train back to the start is visual and you can see a flash of the train as it teleports back to the start. I might just have to deal with that if there is no other way of pulling this off.

Sorry for all the posts.