train issue Created 8 years ago2016-06-24 17:48:17 UTC by platoon platoon

Created 8 years ago2016-06-24 17:48:17 UTC by platoon platoon

Posted 8 years ago2016-06-24 17:48:17 UTC Post #330586
short story:

http://i.hizliresim.com/8168Yn.jpg

help :(
I'm tried make it smooth.. doesnt work
Posted 8 years ago2016-06-24 20:00:51 UTC Post #330589
Simple collision stuff.

You can probably raise the ceiling a bit, so the player will not get squished. Alternatively, just put the path_corner (or path_track) entities closer to the ground.

Also, smoothing the path is an OK idea, but be careful with it, because GoldSRC has a limit of 512 entities per map, I think.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-25 01:24:35 UTC Post #330592
No the Half-Life limit is normally 2048 entities - but that includes brush entities and temporary ones generated during gameplay.
Posted 8 years ago2016-06-25 03:26:17 UTC Post #330593
there is a huge gap between ceiling and floor so there is no problem with space, when the train start goes straight, every entity getting stuck..

tried change speed when train get there no luck..
Posted 8 years ago2016-06-25 05:26:19 UTC Post #330594
I'm changed func_train to func_tracktrain and path_corners to path_track
fixed the issue.. I will never use func_train again.. I don't have any stuck issues with tracktrain.. feeling happy

the end
Posted 8 years ago2016-06-25 09:28:17 UTC Post #330595
Never say never. Func_train has a good use for elevators and many other things. While func_tracktrain behaves more like a real train.

But, if the problem was the player being stuck when you reach that point, the problem is the calculation of movement, probably, since GoldSRC has to synchronize the movement of the player with the train, and then a glitch simply happens.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-25 13:02:21 UTC Post #330599
But, if the problem was the player being stuck when you reach that point, the problem is the calculation of movement, probably, since GoldSRC has to synchronize the movement of the player with the train, and then a glitch simply happens.
There is no "sync with the player" code on any brush entity that move within Half-Life (this includes "func_door", "func_train", "func_tracktrain", <Insert other brush entities that move here>).

For "func_tracktrain", the method "Touch" isn't doing it's job if the toucher is "player".
Posted 8 years ago2016-06-25 14:48:40 UTC Post #330602
long story:
track_train should teleport somewhere instantly and move on, but since path_track doesn't have teleport flag (and track_train does not work with path_corners) I have to increase the train speed to 30000 for teleporting it, it works but I'm noticed "path_track"s doesn't change the speed of "func_tracktrain", it just move with its own speed what am I doing wrong? maybe its accelerating with time don't know..

I'm being in this stuff for a very long time but still can't make simple thing work..


fixed, finally imagination strikes..
instead teleport the track_train, why not let it travel with first track_train? so I don't have to work out teleporting etc.. genious idea...
yes I'm crazy you don't have to understand lol..
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