The jerky train path Created 13 years ago2011-05-04 18:52:10 UTC by Striker Striker

Created 13 years ago2011-05-04 18:52:10 UTC by Striker Striker

Posted 13 years ago2011-05-04 18:54:26 UTC Post #294274
I come with another problem that I can't seem to resolve, but this time hopefully it's not about errors(not that I resolved the problem from the last thread with vrad.exe ...).

I have a func_tracktrain which is set to travel along a circular path, made from path_tracks. The issue I'm confronting with is that, instead of having a nice, smooth direction of traveling, the train travels like it has a spasm at every path_track. It suddenly tries to change its orientation in the opposite direction for a fraction of a second before adjusting to the correct one, when it should adjust softly.
Here's what I'm trying to say:
User posted image
Here's how I set the func_tracktrain.

Flags
  -No user control (I'm using a lever attached to the train to startstop)
-HL1 train( I found that without this option, the moving of the train is continuously blocked just by the player standing in it)
The Change Velocity and Change Angles properties are both set to Linear Blend.

I've tried everything I know, even making the path smoother by doubling the path_tracks, but it only makes it worse.

As an alternative, I copied the properties of the train(well, not really a train, more of a cage really), pasted them to a "plate" under the train, and made the actual train a func_rotating. Now the func_rotating is parented to the train which also has the Fixed Orientation checked.
But this is a hard issue of trying to figure out what speed should the func_rotating have so the "train" constantly faces it's direction(and the result is the expected: super smooth moving) and when the rotation should start, so it's in sync with the train plate.
Add to that that it's meant to be done dynamically( the train is supposed to be startedstopped in-game by a lever). Add another problem: func_rotating entities get blocked by players standing on them...
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-05-04 20:36:06 UTC Post #294275
If it only needs to spin, why not use a func_rotating?
Stojke StojkeUnreal
Posted 13 years ago2011-05-04 20:42:13 UTC Post #294276
It doesn't require only to spin. I will have slight up and down movement as well. And I might need more complex movements than what a func_rotating could offer.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-05-04 20:47:14 UTC Post #294277
Read the last line. That's why.
Posted 13 years ago2011-05-04 20:49:57 UTC Post #294278
They only get blocked if you duck and they have a bump or something.
Stojke StojkeUnreal
Posted 13 years ago2011-05-04 21:03:03 UTC Post #294279
Yes, stojke, isn't it obvious it's gonna be bumped if it's a cage? Did you read through my post?
Please, let's not derail from what I'm actually asking help for. These are secondary issues that can be discussed after I resolve the first one.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-05-04 22:33:33 UTC Post #294280
Sorry but i don know about trains. But i do know trains and rotating get buged only if you block em in front.
Stojke StojkeUnreal
Posted 13 years ago2011-05-05 10:07:15 UTC Post #294295
Maybe cuz you have "HL1 train" flag checked, and HL1 has no linear blend? [random stab]
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-05-05 11:24:22 UTC Post #294297
Have you thought about making a small, invisible func_rotating up and out of the way, and then parenting the cages (as func_brush entities) to that? You could then parent that func_rotating to a func_movelinear or train moving up and down on the spot.

I'm not exactly sure of the setup, might not be appropriate.
Strider StriderTuned to a dead channel.
Posted 13 years ago2011-05-05 14:59:13 UTC Post #294301
The up and down movement is optionally, I'm specifically trying to get rid of the spasms.
Captain Terror, if I don't check the HL1 flag, the train will be blocked just by me standing in it(I wrote this in my post).
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-05-05 15:08:11 UTC Post #294302
Use strider's idea, as I was about to suggest the same thing.
Luke LukeLuke
Posted 13 years ago2011-05-05 15:43:06 UTC Post #294305
Well, I can do that but I loose some functionality the train offered me :. I hope standing in a func_brush cage parented to a func_rotating won't make it stop.
Striker StrikerI forgot to check the oil pressure
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