For some reason the monorail turns 90 degrees when it starts following the path. So, I had to start it 90 degrees off, and turn it onto the track during prespawn. It follows the path, but setting the angles of the path nodes, or the script_object, does nothing. Everyone is welcome to copy and use anything they like from this map.
Probably, but I haven't seen scorpio post anything in a long time. It would be pretty easy to do, if the train just traveled on a streight track. I did make a drivable trolly once for Blar14, but he never released the map (obj_prado3) that I know of.
as for the part of it turning 90 degrees, i dont know if this happens in moh, but in half life, when you made a func_train, you had to make it facing west in the editor, no matter what way you want it to be ingame.
Sorry about the missing textures. They have been added to the pk3. If you care to download it again, everything should be there.
I think using "angles" in the spline path nodes only works for models and not script_objects. I did want to make the monorail lean while going around corners, but couldn't get it to work.
tltrude wrote:Probably, but I haven't seen scorpio post anything in a long time. It would be pretty easy to do, if the train just traveled on a streight track. I did make a drivable trolly once for Blar14, but he never released the map (obj_prado3) that I know of.
Guilty as charged. The performance of the map sucked. I finally figured out how to improve it, but it's about 50 hours work. Tom's script work makes the map quite a lot of fun, so I will fix the map and release it as my goodbye present to you all (after I finish HITP).
The trolly had two switches/triggers with "$mytriggername bind $trolly" used to attach them. One team would start the trolly moving and the other team could stop and reverse it--from either switch. The team that held the trolly in their station for a total of 60 seconds won.
The boat hull is made of two patch mesh, and the sail is a thickened patch mesh. The rest of it is just brushes. The sail was made a seperate script object, so it could be made non-solid. The map file is in the zip, if you want to tear the boat apart to see what makes it tick.
Ok, I reactivated the link just for you. Tell me when you have it so I can delete it again -- I need the space.
There are two versions of the map, but they are just loose files -- not in pk3 form. There will probably be missing textures, but the .map is included if you wana fix them.