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Train Test

Posted: Thu Jun 26, 2003 9:54 am
by tltrude
I just wanted to see if i could get a monorail Script_object to follow a "flypath". Here are the results and it works fairly well.

http://pages.sbcglobal.net/tltrude/Temp/train_test.zip

Image

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.

Posted: Thu Jun 26, 2003 10:24 am
by mohaa_rox
cool, but i heard scorpio making a train driveable, possible?

scorpio

Posted: Thu Jun 26, 2003 10:49 am
by tltrude
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.

Posted: Thu Jun 26, 2003 4:35 pm
by Alcoholic
i think if you use splinepaths, you can determine the angle. i think you have to use the key 'angles'. then with that you type in the (pitch yaw roll)

Also...

Posted: Thu Jun 26, 2003 6:34 pm
by Kalti
Nice going man !

Butta... I'm missing the window textures (& sail) so I can't enjoy the view...

Posted: Thu Jun 26, 2003 6:51 pm
by Alcoholic
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.

textures

Posted: Fri Jun 27, 2003 6:15 am
by tltrude
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.

Posted: Fri Jun 27, 2003 8:00 am
by Red Mage
very nice tltrude I see you been keeping busy. Can you add another car on to it:?: perhaps make it night with lights in it.

Re: scorpio

Posted: Sat Jun 28, 2003 5:50 am
by Balr14
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).

Posted: Sat Jun 28, 2003 5:52 am
by Alcoholic
whats the basis on making a trolly drivable? is it like a glued trigger field or what?

edit: what tools did u use to make the sailboat?

trolly

Posted: Sat Jun 28, 2003 7:29 am
by tltrude
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.

Posted: Sat Jun 28, 2003 8:44 am
by Butch
thanks tltrude! it has already come in useful for me!

Re: scorpio

Posted: Sat Jun 28, 2003 9:26 am
by Kalti
Balr14 wrote:as my goodbye present to you all (after I finish HITP).
Nooooooooooooooooooo...

Posted: Sat Jun 30, 2007 2:11 pm
by Ophisâ„¢
Sorry to resurrect a old topic but has anyone got this? the links dead.

Train

Posted: Sun Jul 01, 2007 3:58 am
by tltrude
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.