make train kill Created 12 years ago2011-08-09 12:01:07 UTC by salmon salmon

Created 12 years ago2011-08-09 12:01:07 UTC by salmon salmon

Posted 12 years ago2011-08-09 12:01:07 UTC Post #297592
I have a func_train and it's not solid. I want it to hurt/kill players when they touch it. Is that possible?
Posted 12 years ago2011-08-09 12:21:41 UTC Post #297593
Have you checked the "Not Solid" flag in the func_train's properties?

(Unless you meant you wanted a non-solid train which kills people (what's the point?).)
Jessie JessieTrans Rights <3
Posted 12 years ago2011-08-09 13:32:54 UTC Post #297594
yes I meant it's non-solid and I want it to kill people.
Posted 12 years ago2011-08-09 14:13:54 UTC Post #297595
I don't think you can do such a thing in vanilla Half-Life, but if you use Spirit of Half-Life you can just parent a func_hurt to the train have it move with the train.
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-08-09 14:33:16 UTC Post #297598
I tried that, it didn't work :

Okay, how do I know what I got? And I'm not mapping for half life but team fortress classic so does it matter then? Also I don't want to get like a mod so the game requires a plugin to play my map.
Posted 12 years ago2011-08-09 14:51:57 UTC Post #297599
In that case there's nothing you can do about it, unless TFC has a specific entity or something that does what you want, but i highly doubt that.
The Mad Carrot The Mad CarrotMad Carrot
Posted 12 years ago2011-08-09 15:00:28 UTC Post #297600
Is there any way to work around it? It doesn't have to be a train.
Posted 12 years ago2011-08-09 15:47:58 UTC Post #297601
Try using env_laser with func_train.
Posted 12 years ago2011-08-09 17:45:09 UTC Post #297609
Yes, you can use env_beam with 255 (max) width or a lot of trigger_hurt activated by multi_manager one by one. It depends on what you want to do.
Posted 12 years ago2011-08-09 21:15:52 UTC Post #297619
Oh, if you used two (or more) invisible non-solid trains following the same path as the original one (set them in front of the original using origin brushes), you could use an invisible env_beam to go between them. Sorta like:
User posted image
(Bad MSPaint magic!)
Would that work? Or would the beams just go from the origins, meaning you'd need two extra paths for the trains?
Jessie JessieTrans Rights <3
Posted 12 years ago2011-08-09 22:13:50 UTC Post #297620
If what you want is a ghost train to run over people, you don't have to make it non-solid, you just have to render it semi-transparent with an env_render :P

Do you mind if I ask about the context of your intended setup? Perhaps there's another way to do what you want.
Posted 12 years ago2011-08-10 07:30:31 UTC Post #297638
What DiscoStu said, If we knew what exactly you wanted to do, we could think of a way to make it work.
Skals SkalsLevel Designer
Posted 12 years ago2011-08-10 07:34:32 UTC Post #297639
Well I sorta got a way to do it and it seems to work.
I had this big chamber with a laser going up and down. (not env_laser but that's the func_train) It was just a big red semi-transparent brush, filling up the canvas of the room. Idea was to get to top of this chamber before laser.
So I looked into env-lasers and env-beams and thought I could have same effect if I placed enough of them and used them the same way. It also looks 100 times cooler.
Posted 12 years ago2011-08-10 07:49:14 UTC Post #297640
yeah you can do that, but it will take a couple days of hard entity work and constant trouble fixing to make it work properly in sync.
Skals SkalsLevel Designer
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