func_tracktrains not stopping. Created 14 years ago2010-08-11 17:12:24 UTC by Suparsonik Suparsonik

Created 14 years ago2010-08-11 17:12:24 UTC by Suparsonik Suparsonik

Posted 14 years ago2010-08-11 17:12:24 UTC Post #284104
Alright. Well, I ticked the "disabled" flag on all the path_tracks to make the train stop when it reaches the track but, the trains completely ignore this command and keep moving.

Any help would be appreciated.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-08-11 18:13:07 UTC Post #284106
I wish the entity guides here actually explained what the flags did.

I've had no experience with func_tracktrains. Sorry.
Posted 14 years ago2010-08-11 18:38:29 UTC Post #284107
I don't know what "disabled" actually disables, but I'd rather try setting the "speed" value to 0.
Posted 14 years ago2010-08-11 19:28:29 UTC Post #284108
But I thought that if you leave the speed setting at 0 then the game interprets that as 'no change'?
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 14 years ago2010-08-11 19:29:25 UTC Post #284109
also, they won't be able to do the sequence again...
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-08-11 20:14:27 UTC Post #284110
Yeah, the speed parameter is used to control the speed at which the train moves from that path_track and the next one.
Posted 14 years ago2010-08-11 22:59:56 UTC Post #284111
It's been a while since i've mapped for goldsource, especially tracktrains. But does this help at all?
http://twhl.co.za/vault.php?map=5236

And the disabled flag only disables the control of the car. it maintains speed. [i think]
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-08-11 23:19:01 UTC Post #284112
You can just target the name of the train to stop it when it hits the path node. More specifically, target a relay to turn off the train on that node. Works every time.
Rimrook RimrookSince 2003
Posted 14 years ago2010-08-11 23:58:40 UTC Post #284113
path_track is for a non stop train, you want a path_corner

btw the disable flag disables the controls for the train.

It was used in hl for when the train lost control and jumped off the tracks.
Posted 14 years ago2010-08-12 01:53:35 UTC Post #284114
No it can be done. Just make the last path_track it passes through trigger the train. In its "fire on pass" field have it trigger the train.
Posted 14 years ago2010-08-12 12:07:41 UTC Post #284120
If it directly triggers the train, the game will crash. You have to make something else, for example a trigger_relay, trigger the train, just like Rimrook wrote. Or you could follow Don Punch's advice.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-08-12 13:08:12 UTC Post #284123
well, i used a path track before but the train's won't move at all if i use them. strange...
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 14 years ago2010-08-13 12:57:43 UTC Post #284136
Oh yea I forgot, just make the path_track's "fireonpass" field trigger a multimanager. Make the multimanger target the train and it will work. I did it in my rats map of my room with the paper airplain.

Edit: Path_tracks are for func_tracktrains and path_corners are for trains. Tracktrains turn facing each path_track as they move along them. Trains do not turn.
Posted 14 years ago2010-08-13 13:46:38 UTC Post #284193
I know.

Problemo solvedo.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
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