• func_ f*ing train
    6 replies, posted
I'm just starting out using the hammer editor, and decided that I'd create a TTT map in which the traitors must access a vault. Thinking Italian-Job 2003 style, I decided that apart from the main entrance, there would be an alternate access root into the vaults interiors via blowing up the vaults floor from the sewage tunnels/traitor room beneath. So I made the floor a func_train, and planned on it going vertically downward at a high speed to give the impression of a falling floor, then getting an env_shake to jerk when it hits the floor beneath. I didn't realize though that the func_tracktrain snapped to the first point on spawn. So, I positioned a point_track (or something like that anyway) in the center of the func_tracktrain, directly on top, and allot of other places, yet it still seemed to jump abit on spawn. [I]Where exactly is it I need to place the first point_track in relation to the func_tracktrain in order that it doesn't jump on spawn!?[/I]
I think changing the thread title would cause people to take this thread more seriously. Perhaps a more descriptive thread title too?
Hm, probably wasn't the best title. Anyway willing to help now? :)
The func tracktrain has an origin (in the 2d view it's a little circle (can be dragged), in the 3d view it's a blue sphere). That + the "height above track" value (make it 0) in the properties indicates where it will be positioned on the track. Also for a simple downward movement like this, use a func_door (with a negative lip-value) or a func_movelinear instead. It's much easier to use.
[QUOTE=DasMatze;41793430]The func tracktrain has an origin (in the 2d view it's a little circle (can be dragged), in the 3d view it's a blue sphere). That + the "height above track" value (make it 0) in the properties indicates where it will be positioned on the track. Also for a simple downward movement like this, use a func_door (with a negative lip-value) or a func_movelinear instead. It's much easier to use.[/QUOTE] Thank-you very much! My func_tracktrain had an extruded rectangular prism in its center, obscuring the origin dot. I checked func_movelinear prior, but from memory it only had distance and direction. I'd rather specify a point/coordinate, so I don't have to work out distance.
[QUOTE=Talonite;41793904]Thank-you very much! My func_tracktrain had an extruded rectangular prism in its center, obscuring the origin dot. I checked func_movelinear prior, but from memory it only had distance and direction. I'd rather specify a point/coordinate, so I don't have to work out distance.[/QUOTE] Working out distance is made lazy with hammer's interface, you can drag from a face of the object that moves to the position it will be at when fully opened/transitioned, and read the number that the select/block tool gives.
If you're looking to make the floor like it's falling, it might be a better idea to make the floor actually fall instead of using a func_tracktrain. If you don't know how to do this, [url=https://developer.valvesoftware.com/wiki/Func_physbox]look into the func_physbox wiki page.[/url] Just set it to asleep on start, and wake it up when you want it to fall. You can add a trigger at the bottom where the floor falls to, and create [url=https://developer.valvesoftware.com/wiki/Filter_activator_name]a filter[/url] for the floor so when the floor hits the ground, it will trigger a shake/noise like you want it to.
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