W0A0A-W0A0B func_trackautochange Issues

Half-Life HL
W0A0A-W0A0B func_trackautochange Issues by gameaddict117o7
Posted 8 years ago2012-12-31 00:30:19 UTC • Problems • Half-Life
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Name
W0A0A-W0A0B func_trackautochange Issues
By
gameaddict117o7 gameaddict117o7
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Problems
Included
BSP
Created
8 years ago2012-12-31 00:30:19 UTC
Updated
8 years ago2012-12-31 05:04:38 UTC
Views
1441
Downloads
356
Comments
3
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I'm trying to make a map similar to the "c0a0" - "c0a0e" maps from vanilla Half-Life 1.

I want this map, "w0a0b", to start with the tram moving downwards on a func_trackautochange entity, with a func_train elevator below the tram/trackchange combo. After that, it should continue along normally.

But neither entity wants to move. It obviously starts to because after the levelchange from "w0a0a" (which is the only way this setup can work (semi-)correctly, so start from that map), I can hear the sounds of the train stopping and the elevator moving.

I've included as much as I can in the .zip to (maybe) be able to fix the problem if someone figures out what's going wrong.

EDIT: ^ Disregard the above ^. Problem fixed. w0a0a and w0a0b merged.

3 Comments

Commented 8 years ago2012-12-31 02:22:46 UTC Comment #17321
I never used these entities before, but i bet they are buggy as hell. I wish you good luck fixing it, and please let us know your solution when you get it sorted!
Commented 8 years ago2012-12-31 02:28:53 UTC Comment #17322
-_-
I've been trying to fix the damned thing. But I seem to have made it worse because now it crashes outright when it's supposed to trigger the trackchange.
Commented 8 years ago2012-12-31 05:00:46 UTC Comment #16915
EDIT: Alright, it's fixed! I merged A and B together, and the trackchange now works as I planned. New .BSP attached.

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