Multiple doors opening on a train Created 18 years ago2005-09-29 21:10:35 UTC by Light Soul Blue Light Soul Blue

Created 18 years ago2005-09-29 21:10:35 UTC by Light Soul Blue Light Soul Blue

Posted 18 years ago2005-09-29 21:10:35 UTC Post #138311
A func_tracktrain to be precise. Is it possible to have more than one door open on a func_tracktrain? Does it matter that all three trains are connected(straight track anyway)minus the doors?
Posted 18 years ago2005-09-29 21:59:25 UTC Post #138313
Just give it a try. I can see no reason why there's a limit of one door to be attached to a func_tracktrain...
Posted 18 years ago2005-09-29 22:12:57 UTC Post #138314
your question really isn't worded that well, so ill just answer the question I got out of it.

(EDIT: crap, I just realized this is the source forum, Same concepts still apply though)

use func_trains for doors. track trains are more useful for accuall trains, like the one in 'on a rail'. make each brush, or group of brushes, that you want the door to be into a func_train, add path_corners where you want the door to start at and move to. go into the path_corners properties and give them names, like path1 and path2. then make the path_corners next stop target the other one.

do that for every separate train entity, making the trains starting point that of the path_corner you want it to start at. give the trains distinct names and have whatever makes them open, be it a button or a trigger, target a multi-manager entity (tut here) and have the multi-manager target the trains. make sure that the Smartedit button isn't on when editing a MultiManager, not having it on and seeing what is talked about in the tutorial can be confusing for some people.

and here is a tutorial about func_trains, that can be applied to doors
Posted 18 years ago2005-09-29 23:09:55 UTC Post #138320
1. Should I keep the doors seperate(without groups)?
2. The train isn't player controlled.
Posted 18 years ago2005-09-29 23:12:34 UTC Post #138321
And there's no func_train in Source :
Posted 18 years ago2005-09-30 07:45:53 UTC Post #138366
Half-Life 2 is different than Half-Life so HL-type answers do not always apply.

Use a func_tracktrain instead, and set this tracktrain as the parent of the func_doors or func_door_rotatings, so they will move with the func_tracktrain. And yes, you can attach multiple entities to another entity with that parent system...
Posted 18 years ago2005-09-30 14:49:32 UTC Post #138452
Well, now I think I can see my train; maybe not. When I ran the map, it terminated on me (hl2.exe I think).
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