Journal #8528

Posted 5 years ago2015-03-31 12:20:46 UTC
I made an elevator based on the func_train tutorials but I want my elevator to carry on a rotating door that is fired by the 2nd path_corner. A func_rotating_door on a func_train.
The platform go down fron one pc to the other, once at the bottom the door is well triggered but the brushes didn't tag along.
I've tried to Group elev with the door but it won't follow anymore.
Anyone has a fix please ?


Commented 5 years ago2015-03-31 13:17:50 UTC Comment #67642
GoldSource doesn't have support for entities moving with each other. Source does have an advanced parenting system for what you are describing, but if you want the func_train to rotate, you'll have to try something else.

One good way would be to use a func_tracktrain and make it follow path_tracks that have their orientation mode set to face path angles, and being rotated themselves. Anither way is to make the elevator a func_platrot if you want it to rotate at the same time as it go down.

I hope you find this helpfull.
Commented 5 years ago2015-03-31 13:23:01 UTC Comment #67640
yeah what Orange said.
Sorry man Goldsource doesn't support that.
Commented 5 years ago2015-03-31 13:27:14 UTC Comment #67639
If you use Spirit of Half-Life, you can. You can attach (parent, move with) the rotating door entity to the elevator and it will move along with it.
Commented 5 years ago2015-03-31 13:40:39 UTC Comment #67644
GoldSource, func_tracktrain, Spirit ...
Once again you're hustling me in my boundaries.
Commented 5 years ago2015-03-31 19:27:00 UTC Comment #67641
Assuming you're using goldsource, you can upgrade to Spirit of Half-Life (SoHL) which gives you additional DLLs and mapping entities. AKA a 'Move with' option which will parent the door to the elevator.
If you're using Source, you can just set the elevator as the Door's Parent.
Grouping a set of entities in the developer environment is only useful for selecting and modifying a group of items - it has no affect on the compiled map.
We're not hustling you at all, it's just the reality of Vanilla Goldsource's limitations.
Commented 5 years ago2015-03-31 21:14:05 UTC Comment #67638
Just as a basic explanation:

Goldsource = the name of the Half-Life game engine
Source = the name of the Half-Life 2 game engine
Spirit of Half-Life = an extension to the Goldsource engine made by the community that bolts on useful engine and rendering features.
Commented 5 years ago2015-04-02 07:17:08 UTC Comment #67645
Jiminy Criket gave me the following idea.
At the 1st PC the rotating door should be a brush so I can group it with elev. The Group go down as 1 brush.
The 2nd PC would trigger a func like multi_manager or whatnot which automatically Tie to entity the door brush to the func_rotating_door with the right parameters (Name, Use only) and fire the door (Target).
I have never used a multi_manager yet so I ask before making any hardwork.
Does it sound possible ?
Commented 5 years ago2015-04-02 07:24:39 UTC Comment #67643
No. All entities you wan't in your map need to exist on map spawn. You can't change the properties of any antities except for render modes at runtime.
Commented 5 years ago2015-04-02 08:32:27 UTC Comment #67646
Nice try Jiminy but you heard the doctor : that's not possible.

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