func_tracktrain help please
wickit
12-08-2005, 05:33 PM
this is driving me mad
some one please help
my flyover is working nice once the airstrike is called
func_button
setspeed 70
but the bloody plane keeps flying.
if i set a stop
and the func_button is activated the things starts from were i timed the stop from...
hope this all makes sence so far..
what i want is to restart the func_tracktrain from the first path !!!!
please please some one help i have tried all sorts and come up with nothing
:(
Furyo
12-08-2005, 06:41 PM
see flags: Teleport to this pathtrack. Just check that flag on the first path_track of your func_train.
If you want to kill it definitely, make a trigger area around the last path_track, and set an output to kill the entity 'ontouch"
wickit
12-09-2005, 05:39 AM
see flags: Teleport to this pathtrack. Just check that flag on the first path_track of your func_train.
yep done that, but the darn thing keeps flying, it just starts the whole path again
any more sugestions
i dont want to kill the thing either, as it can be called again
why is there not a stop speed.
if you set it to 0 it just uses the previous speed arghhhhhhhh:confused:
[oap]Agent_S
12-09-2005, 06:37 AM
Originally posted by wickit
see flags: Teleport to this pathtrack. Just check that flag on the first path_track of your func_train.
yep done that, but the darn thing keeps flying, it just starts the whole path again
any more sugestions
i dont want to kill the thing either, as it can be called again
why is there not a stop speed.
if you set it to 0 it just uses the previous speed arghhhhhhhh:confused:
I had this problem with an elevator made from func_tracktrain etc and im struggling to remember how I fixed it, anyway I know its one of those simple things you over look so I'd be happy to take a look at your VMF for you if you would like, PM me if you want me to.
I take it everyone is working on a triggered airstrike now? :D
I think the novelty would wear off very fast but an airstrike called on the area would be great, a siren sounds and everyone is scrambling for cover before the whole place gets bombed to hell!
wickit
12-09-2005, 06:46 AM
I take it everyone is working on a triggered airstrike now?
lol
well at least i can say smallhill had it first
it actually works quite well
the reason i put it in was to stop the snipers on the hill, and it sort of works.
also i found it does not get over used.
like the 88's because i have setup a 45sec delay people get bored sitting there tapping there use button.....
i have PM you regarding my vmf
[oap]Agent_S
12-09-2005, 06:54 AM
youve got my e-mail address now m8,
Yes on Ardennes I have 3 88's on a 5 second trigger that pond the forest / hillside the allies are advancing off but with randomised hit areas to give the allies a chance of being able to get forward, its going to be pretty intense.
the map starts very open but moves into a small village for CQB's and it was there I was thinking of having the airstrike so the bombs come right up the street blowing out windows etc etc but fear to have it done properly would lag the hell out of the server with all the physics calcs.
wickit
12-09-2005, 09:56 AM
Ardennes
i was starting to work on something a little like this
a wooded area opens to field then follows to a village.
the wooded area and field being hit by artillary
[oap]Agent_S
12-09-2005, 10:22 AM
Originally posted by wickit
Ardennes
i was starting to work on something a little like this
a wooded area opens to field then follows to a village.
the wooded area and field being hit by artillary
does it look anything like this?
http://www.jamesdon.plus.com/dod/Ardennes/dod_ardennes0003.jpg
I'll try and get a better shot of it later
Hendershot
12-09-2005, 03:31 PM
Hi,
Sorry for the unrelated question, but I couldn't resist... :p
Have any of you ever actually been to the Ardennes ?
H.
inKit
12-09-2005, 03:58 PM
i was thinking the same thing when i looked at that screen :)
n/o but that forest looks sooo unrealistic
esp a forest in the ardennes
sry for derailing your thread tho
[oap]Agent_S
12-09-2005, 04:05 PM
Originally posted by Hendershot
Hi,
Sorry for the unrelated question, but I couldn't resist... :p
Have any of you ever actually been to the Ardennes ?
H.
Nope and thanks for that but as explained before I have only just started work on that map and its only in the basic layout stage, if you have been and have any pictures to share then please feel free.
wickit
12-09-2005, 04:17 PM
Originally posted by [oap]Agent_S
does it look anything like this?
http://www.jamesdon.plus.com/dod/Ardennes/dod_ardennes0003.jpg
I'll try and get a better shot of it later
lol thats a bit to close for comfort
o well maybe ill start something else
but i do have a nice vmt with a grass snow texture which works really well
Hendershot
12-10-2005, 03:01 AM
Hey,
My question was not ment as critique (just so you know)...
I was just interested, because I visit the Ardennes quite often (as my parents-in-law are building a second house there). To my surprise I do not have a lot of digital photos of forests from there (a bunch of the house, but that won't help you off course :p )
Remember that the Ardennes are not flat... all hills (some pretty steep, others arer just rolling hills). Most of the Ardennes is covered with pine-trees, not that much foliage trees (I hope those terms are correct - had to look them up). But there are forests with foliage trees, so you can go for that.
I'll add two photos The first with a (distant) look at a forest, the second one an overview over a small town and (off course) some forests. This should give you an idea.
http://users.pandora.be/MysteriousFly/dod/ardennes.jpg
http://users.pandora.be/MysteriousFly/dod/ardennes2.jpg
[oap]Agent_S
12-10-2005, 03:15 AM
I appreciate it wasnt ment as critique Henderson in the same way I wasnt being arsey :D really hate the internet for this its too east to mis-read things!
Thank you so much for the pics its always great to have a good reference like that and I know they are gonna come in useful.
To the point of the trees and mapping etc there are very limited models in DOD-S/HL2 and non of them are pine trees :( as for the hills the allies spawn forest is on a small hill, when the map is done the skybox is going to extend the hill back further and there will be rolling hills in the distance.
Oh and if you want the house in the map ;)
wickit
12-10-2005, 10:32 AM
back on topic
if anyone else has this issue
here is the fix
set you button or your timer to startfoward not setspeed
then on the last path set a output to set a stop
thank [oap]Agent_S for this
:)
going back to the orginal topic, what you need to do is put a "on pass" output on the first path_track. then if you want to start it up again use a logic_timer that starts when it reaches the first point and starts the plane again when it reaches the set time.
[oap]Agent_S
12-10-2005, 12:04 PM
Originally posted by kwsn
going back to the orginal topic, what you need to do is put a "on pass" output on the first path_track. then if you want to start it up again use a logic_timer that starts when it reaches the first point and starts the plane again when it reaches the set time.
its ok we sorted it, as its a player triggered event rather than a timed event i.e. every so often the plane flys over the logic_timer wouldnt be a solution to his prob but may help other people.
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