piston Created 19 years ago2005-08-10 09:21:59 UTC by killer1102 killer1102

Created 19 years ago2005-08-10 09:21:59 UTC by killer1102 killer1102

Posted 19 years ago2005-08-10 09:21:59 UTC Post #126958
in HL1 i used a func_train for pistons but HL2 doesn`t seem to have a func_train. what do i use instead
and what do i use instead of an origen brush?

also but not as important.
is "no draw" the same as the "null" in HL1
Posted 19 years ago2005-08-10 09:24:26 UTC Post #126960
I don't think it needs one...
Posted 19 years ago2005-08-10 09:45:25 UTC Post #126970
ok so lets go with it not needing an origen brush.
what do i use instead of func_train?
Posted 19 years ago2005-08-10 10:02:10 UTC Post #126974
just make a func_train and set it to follow paths, set them out so it would go up and down. I'll make a example map if you like, just PM me :)
Posted 19 years ago2005-08-10 10:37:41 UTC Post #126984
did you even read my 1st post.
i used func_train to do this in HL1
but HL2 does not seem to have a func_train
Posted 19 years ago2005-08-10 12:03:16 UTC Post #127004
func_tracktrain
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-08-11 04:45:52 UTC Post #127073
how do i stop it turning round so it always points the same way?
Posted 19 years ago2005-08-11 05:50:01 UTC Post #127076
Uum, disabeling movement on the y axis? This should be under the flags.
Posted 19 years ago2005-08-12 08:51:08 UTC Post #127253
For me, it turned different ways every time it switched path,, I was un able to fix it.. :zonked: :(
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-08-12 12:24:47 UTC Post #127287
Create a brush for your train, create an origin brush, group the origin and the train brush, and tie the group to a func_tracktrain. Give the tracktrain a name.

--> for the tracktrain entity, under properties/Class info/Change angles, select "Never (fixed orientation)" and tick the "Fixed orientation" flag under the Flags tab. This will keep the train in the orientation in which you build it and prevent it from changing angles at path_track nodes.

Also, set the "First stop target" as the name of the first path_track, say "pc1."

Setup path_track entities as you would path_corners in HL. I setup 2 path_tracks named pc1 and pc2, each with a "Next stop" of the other path_track.

Trigger the tracktrain by name to start it moving.

E.g., with a tracktrain named "train1," create a func_button with an output of "On Pressed, train1, StartForward."

I discovered all this by just playing around for 10 minutes. Set up as described above, the train stays in the same orientation and goes back and forth between the path_tracks, just as it would in HL1.

Just experiment a bit.
Posted 19 years ago2005-08-12 12:52:06 UTC Post #127290
A func_tracktrain already has an origin propertie. Turn on helpers to move it in the 2D views, though you can manually enter coordinates as well.
Posted 19 years ago2005-08-13 07:24:53 UTC Post #127384
Is there a origin texture for source?
I thought you didn't need that.
A func_tracktrain already has an origin propertie. Turn on helpers to move it in the 2D views, though you can manually enter coordinates as well.
Do you mean the ball in the middle of the brush that is tied to en entity, it fills the same function as a origin brush
(for example, when you make a brush based rotating door, you put that ball on a place at the door where you whish to have the "turning point")
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-08-13 10:56:02 UTC Post #127422
btw, skip is the same as null.
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