Train Hazard Help

SSX

aa
Feb 2, 2014
392
411
Having issues where the train sound will not work with the ambient_generic with it being on a constant loop, and the train not stopping and that also being on a constant loop.
 
Last edited:

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Firstly can we see your logic set up for the train? I think it only needs one logic_relay if you want it every X seconds, otherwise you can use a logic_case.

Here's the logic_case I had set up for cp_amaranth:

The entire logic case would trigger a random one of these each time it hit the finish of the track (the finish was linked to the start and set to teleport the train there through flags)

cases:
40
45
50
...
110
115
120

Each case would wait X seconds (x being the number stated), then StartForward the train again after that long.

As for a looping ambient_generic, have you set it not to loop in Flags?
 

SSX

aa
Feb 2, 2014
392
411
Firstly can we see your logic set up for the train? I think it only needs one logic_relay if you want it every X seconds, otherwise you can use a logic_case.

Here's the logic_case I had set up for cp_amaranth:

The entire logic case would trigger a random one of these each time it hit the finish of the track (the finish was linked to the start and set to teleport the train there through flags)

cases:
40
45
50
...
110
115
120

Each case would wait X seconds (x being the number stated), then StartForward the train again after that long.

As for a looping ambient_generic, have you set it not to loop in Flags?

I forgot I had that downloaded for the contest, but never actually got around to working on it.

Would it be okay if I used the train?
 

Freyja

aa
Jul 31, 2009
2,994
5,813
I made a train prefab from the train I used in keikou. The entities are commented as well to let you know how to edit it. You can use it if you can't figure out Amaranth's (mine uses logic_timer)
 

SSX

aa
Feb 2, 2014
392
411
Can you tell me what I would need to change in order to get a train to go in the opposite direction on another rail without it overlapping other entities?
 

Freyja

aa
Jul 31, 2009
2,994
5,813
You should be able to just copy the entire thing, and paste it using "Edit -> Paste Special" and checking the "make entity names unique".

That updates all the inputs and outputs automatically too and you'll be left with train_start1, etc.
 

SSX

aa
Feb 2, 2014
392
411
Aly, you're train doesn't seem to be working, I've tested it in game, and it never went off. Any solutions?
 

Freyja

aa
Jul 31, 2009
2,994
5,813
You need to enable train_start for it to start working (it's disabled by default). Once that's enabled you can either trigger it directly, or the timer will trigger it.

Sorry, I should have mentioned that.
 

SSX

aa
Feb 2, 2014
392
411
Slight issue, everything copied just fine, except the doors. No matter what train activates them, both go off for the North and South ones.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Just rename the doors and set the outputs to trigger the new names instead? >_> The path_track that triggers the door is commented to say that it triggers the doors.
 

SSX

aa
Feb 2, 2014
392
411
Just rename the doors and set the outputs to trigger the new names instead? >_> The path_track that triggers the door is commented to say that it triggers the doors.

Ya, I know. But the input name on the path_track trigger is this: train_door_south_*

And, I don't know what you'd need to do with that...
 

Freyja

aa
Jul 31, 2009
2,994
5,813
the train_door_south_* just means it targets all entities named that. It was never a problem when I only had one train in the map.

Just change it to the train_door_south_3 and duplicate it for train_door_south_4 or something. Look at the names of the doors you want to open and target those...