Func_train that follows player ? Created 17 years ago2007-09-16 19:36:31 UTC by Michey Michey

Created 17 years ago2007-09-16 19:36:31 UTC by Michey Michey

Posted 17 years ago2007-09-16 19:36:31 UTC Post #234386
mmh.. How can I make a func_tracktrain that faces and follows random player movement?
I need it cause the func_tracktrain (it doesn't have to be just a func_tracktrain although) is an enemy that must hunt down player.
Posted 17 years ago2007-09-16 21:37:13 UTC Post #234398
Impossible (full stop) Unless you code but you've already said you don't want to so again: Impossible (full stop)
Posted 17 years ago2007-09-16 23:14:23 UTC Post #234399
Hmm... I don't think it is, I seen a mod that did that once. No new .dll either. 0.0

Not sure, it didnt move, but it rotated to FACE the player...
Posted 17 years ago2007-09-16 23:58:38 UTC Post #234406
maybe.. a func_tank tied to a func_tracktrain with spirit?

just my guess, i never used spirit so i dont know the limitations
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-09-17 01:48:38 UTC Post #234407
saw, that sounds possible with a ton of triggers, but otherwise I can't see how it'd be done.
Posted 17 years ago2007-09-17 07:32:24 UTC Post #234409
what saw described is just a func_tank
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-09-17 10:09:40 UTC Post #234413
Oh, yeah Hunter. Duh.
Posted 17 years ago2007-09-17 15:57:04 UTC Post #234424
Posted 17 years ago2007-09-17 17:11:26 UTC Post #234427
spam lol
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-09-17 17:25:25 UTC Post #234428
I did this in Source and even though I got it working basically the train would go through the floor etc and crash the engine so I dont think it would be stable even if you got it working.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-09-17 20:49:28 UTC Post #234439
Caboose I don't understand you..
what's the problem if I have many questions ?
Posted 17 years ago2007-09-17 20:51:26 UTC Post #234440
you could ask them in one thread.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-09-17 20:59:18 UTC Post #234441
oh ok..
I know forums usually work that way but don't u think it'd be more clear
to have different topics for different questions so if some other people are interested can find it faster ?
Posted 17 years ago2007-09-18 00:27:24 UTC Post #234448
it also could help if you utilize the search bar before posting a new topic.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-09-18 00:46:44 UTC Post #234451
Ahh... something I was wondering as well...

If you guys have played CS 1.6 and played the map cs_miami_cz before, you'll notice that in the "safe" room, there is a camera that moves around.
If you look very closely, it will follow the player movements...

I was wondering if people knew how this might work?
I hope there is no actual coding involved, just some triggers and stuff...

I was hoping to make a Haunted House map, where a ghost follows a players through anything and ends up killing them.
Posted 17 years ago2007-09-18 00:55:43 UTC Post #234452
EDIT-

sorry, didnt comprehend that you didnt want a stationary object til i posted :-(
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-09-20 01:03:40 UTC Post #234571
That one is not too hard, make a func_tank but set firerate to 0 and bullettype to none, Just make sure you set the correct turning angles because I made one once and it followed the player and showed through the wall :P

As for everything else, it is possible in Spirit. I just hacked away at the spirit engine and the entity guide and you can get SOME entities to 'stick' to the player. I got a parachute model to stick to the player in Santa's Revenge 2 but remember that the Spirit engine is buggy.
Posted 17 years ago2007-09-20 09:17:42 UTC Post #234592
hotdog: so are u the author of Santas revenge ?
I enjoyed that mod .. I should have it somewhere in my hdd
Posted 17 years ago2007-09-20 12:02:35 UTC Post #234604
I definitly thought i posted a possible solution to this, but it must've encountered an error.

It might be possible, but with a huge amount of entities.

what you will need is a func_train
trigger multiples
trigger changetargets
multi_managers
path_corner
and loads of patience.
Try this out:

Make a big room with a func_train
place 12 or so trigger multiples in the room (64 unit cubes)
inside each trigger multiple place a trigger changetarget and a path_corner
(im not sure how trigger changetargets work, so this is just a hypothesis on my part)

have the trigger_multiple change the target of the func_train to the path_corner nearest you VIA a trigger change target

If you didnt get that.

Basically, if you walk to one corner of the room, the func_train will go to the path corner nearest you, and if you move, the trigger_changetarget will select the closest path_corner to you based on which trigger _multiple you select.

The ONLY problem i can see with this, is making the train not solid, and having it travel through walls around corners.

Try it out :zonked:
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-09-20 12:09:36 UTC Post #234606
thanks . I'll try what hotdog said it's seem very simple with a func_tank
infact my brush doesn't have to be necessary a func_train :glad:
Posted 17 years ago2007-09-20 12:10:36 UTC Post #234607
but func_tanks are stationary.
dont you want the object to follow the player?
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-09-20 15:23:27 UTC Post #234632
Tetsu's idea is possible to make in a smaller inside area, though outdoor ones won't be that easy and will require more complex setting up (making the train navigate around scenery, etc.).

It IS possible though. :)
Daubster DaubsterVault Dweller
Posted 17 years ago2007-09-20 15:39:52 UTC Post #234633
:) :)
Tetsu0 Tetsu0Positive Chaos
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