Pneumatic tube transport system Created 17 years ago2007-02-14 20:19:12 UTC by splatzone splatzone

Created 17 years ago2007-02-14 20:19:12 UTC by splatzone splatzone

Posted 17 years ago2007-02-14 20:19:12 UTC Post #212500
Has it been done? Is it possible?

I'd like to see/create a pneumatic tube-like transport system in a HL map. I'm sure it's possible with trigger pushes. You could select your destination from a row of func_buttons, each would trigger a different door to slide down somewhere in the tube, so you can choose where you stop.

Im pretty sure I saw something like this in a Garry's Mod RP map once.

(If you've seen Futurama you'll know what I mean)
Posted 17 years ago2007-02-14 20:32:13 UTC Post #212503
Do you mean like those tubes that you can put a little capsule in and it'll get sent around?
Posted 17 years ago2007-02-15 01:18:53 UTC Post #212518
I'll bet it could be done with a func_train, although I'm not sure how (I haven't played with a func_train yet)
Posted 17 years ago2007-02-15 01:25:17 UTC Post #212519
func_push might work better.

Have a func_push push the player onto more func_push, to enable the player to move continuosly along the pipe. Use invisible doors to block off different routes.

Say you have four different routes: have four different buttons that close and open doors as they're needed. Then, all you need is your brushwork.
AJ AJGlorious Overlord
Posted 17 years ago2007-02-15 15:03:43 UTC Post #212555
Yeah, It's basically the capsule things you see at super market but in a larger scale.

EDIT: func_push and trigger_push? Whats the difference?
Posted 17 years ago2007-02-15 15:19:49 UTC Post #212559
How do you do quotes in this forum?
func_push might work better.
That was Ant, if it shows up. I've highlighted what he said about func_push.
Posted 17 years ago2007-02-15 15:22:35 UTC Post #212560
Oh - I'm working on a quick map to illustrate what I mean, will post soon. It works like an elevator (the controls)
Posted 17 years ago2007-02-15 15:43:14 UTC Post #212561
the only problem with this idea would be that you cant rotate the player by 90 degrees so it would only be able to go vertically, really.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-15 15:45:12 UTC Post #212562
Yeah, but you could push the player along sideways, on a slightly larger vertical tunnel.

Almost completed test map - Will upload. Should I put it in the unfinished maps? Since it is fullbright, but bear in mind this is only a TEST :P
Posted 17 years ago2007-02-15 15:47:48 UTC Post #212564
I should also note, this is only a straight up/down test, with 2 stops. Might try horizontal later.
Posted 17 years ago2007-02-15 16:04:17 UTC Post #212568
Success! It works, now just to add a down button...
Posted 17 years ago2007-02-15 16:12:45 UTC Post #212570
With another trigger at the top, which closes the door, stopping you from falling back down. You can then press the button at the top, and the door slides away again, and the trigger_push disables, allowing you to fall down, before landing safely on a soft cushion of air
Posted 17 years ago2007-02-15 16:24:01 UTC Post #212571
Doing the finishing touches, adding a help message. It has 4 buttons to control the pneumatic system, for testing reasons. If I release this properly, it will have only 2, one at each floor.

Basic rundown:

RED BUTTON (G) You don't need to press it to go up - it disables the field of push

BLUE BUTTON (1) Displays help

"Down" BUTTON (1) Controls door

BLANK BUTTON (1) Controls force field.

To go up, simply enter and jump.

To go down, press "Down" to open the gate, then BLANK to control field of push.

Buttons are toggleable, to make it easier to use.
Posted 17 years ago2007-02-15 16:28:19 UTC Post #212572
dude, use the edit button, PLEASE.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-15 16:28:47 UTC Post #212573
Oh... the help button crashes the game -deleted.

EDIT: lol ok sorry...
Posted 17 years ago2007-02-15 16:31:26 UTC Post #212574
Oh... the help button crashes the game -deleted.
If the help was a game_text entity, it has a very strict character count, which if exceeded will crash HL.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-15 16:32:01 UTC Post #212575
hmm... is there any way to get around it?

EDIT: I'm using a func_water instead of a cushion of air at the bottom of the shaft, since I cannot get it to stop the player without springing him back up.

EDIT: Also, sorry for the many double posts, I'm used to working with forums that automatically merge posts together.

MAP UPLOADED! How do you link in this forum? http://twhl.co.za/mapvault_map.php?id=4432
Posted 17 years ago2007-02-15 18:46:32 UTC Post #212586
hmm... is there any way to get around it?
Using many text entities at once, making sure they wont be on the same channel and in the same location on the screen. :)
Posted 17 years ago2007-02-16 01:22:38 UTC Post #212632
I meant trigger_push. Haven't mapped for HL1 in years.
AJ AJGlorious Overlord
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