Global entity name trouble

Global entity name trouble

Re: Global entity name trouble Posted by Carcase on Sun Jun 26th 2005 at 12:51am
Carcase
145 posts
Posted 2005-06-26 12:51am
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
in my map im having a prisoner pod which is constrained to a func_tracktrain (if its parented it dissappears :sad: ) and it passes through a trigger_changelevel to the next stage. The pod's path is cut off halfway between path_tracks A and B by the mapchange. How do I set up The global entity names in the two maps so they work with each other and have the pod and train move as they should?

Also, I have a few prop_dynamics that are parented to the func_tracktrain. Those dissappear when i have the pod and the tracktrain named in the new map.

--update--

Ok i've managed to get the pod and the train working, but It doesn't want to let me use the prop_dynamics and prop_dynamic_overrides with the same proceedure. How do I get the prop dynamic's to spawn in the next level parented to the train?
Re: Global entity name trouble Posted by Campaignjunkie on Sun Jun 26th 2005 at 10:07pm
Campaignjunkie
1309 posts
Posted 2005-06-26 10:07pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
I thought Valve used some sort of vehicle entity for their own prisoner
pod? It would probably make transitions and entitywork a lot easier.

From scripts\vehicles\prisoner_pod.txt:
//<br style="font-family: courier new;">
// A combine prisoner pod. Used in the Citadel sequence in which the player is taken captive,<br style="font-family: courier new;">
// this vehicle is intended to be attached to a path follower (such as a func_tracktrain) via<br style="font-family: courier new;">
// a hinge constraint. A vehicle was used so that we could do the enter/exit animations, and<br style="font-family: courier new;">
// any view dampening or constraints that were necessary.<br style="font-family: courier new;">
//<br style="font-family: courier new;">
// Since the player is a captive they cannot affect the motion of the pod, they can only look around.<br style="font-family: courier new;">
<span style="font-family: courier new;">//
</span>
Re: Global entity name trouble Posted by Carcase on Mon Jun 27th 2005 at 1:25pm
Carcase
145 posts
Posted 2005-06-27 1:25pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
well, the prisoner pod is a Prop_Vehilcle_Prisoner_Pod so it does count as a vehicle. thats what i have, its not on a hinge joint, but a normal phys constraint. everything works fine but the prop dynamics dont stay attacked to the prisoner pod.

let me explain it a little better. Ever play garry's mod? you know how all your vehicles and things you make are out of prop dynamics and prop prop physics. I have constructed a space ship thing out of prop dynamics, that are all parented to a tracktrain. A prisoner pod is also parented to the tracktrain. THe prisoner pod is how you ride the space ship. The problem im faced is, the actual Space ship part is not appearing in the next level. just teh prisoner pod and the tracktrain.

So im guessing the prop_dynamics i used, dont work in the next level.

PS: because i was so bitterly frustrated, i just connected the two levels together until you get off of the track train, so this isn't my probelm anymore. But i guess it would still be good for others to know how it works