Im currently working on a payload map that has a rotating turntable as part of the track set-up, currently using a momentary_rot_button brush entity as the actual turn table to give me the level of control. This is also parent of the track model (not really relevant just giving full picture) and the func_tracktrain brush once it reaches the path_track in the center of the turntable and triggers the rotation, clearing the parent from the tracktrain when rotation is complete.
This all currently works pretty well how ever I have a bit of an issue with the clipping of the tracktrain brush during the rotation while its parent is the turntable, players close to the tracktrain tend to get stuck on the brush (I've looked at other rotating brush posts and know this isn't exactly a unique issue but none of the solutions really apply also).
I've gone through a number of iterations attempting to solve this
1st: Created a cylindrical invisible clip brush to cover the entire area that any point of the brush could rotate through which was triggered on when the tracktrain passed a point on the edge of the turntable, turned off when the rotation was complete. This worked ok but snag was if someone was at the front of the tracktrain brush when the two brushes collided they'd get forced inside the one and stuck.
2nd: Replaced the cylindrical clip brush with a trigger_push brush, again sorta worked but would occasionally push ppl onto the tracktrain brush where they'd get stuck, and ppl at the front of the tracktrain when the rotation started would get stuck on the tracktrain again.
3rd: (Current) I cleaved the trigger_push brush down into about 8 equal segments gave each piece a direction all facing away from the centre point of the turntable, these are turned on when the tracktrain crosses the pathtrack at the outer boundary of the turntable, secondly once the tracktrain reached the centre of the turntable it triggers a brush as in the first solution (a little smaller than the radius covered by the push brushes) then turns off the push brushes, finally turning off the cylindrical clip brush when the rotation is complete.
The 3rd solution is workable atm it solves the initial problem of getting stuck on the tracktrain brush, however it feels a little level breaking with a huge invisible wall there at points and the trigger push force level required to clear players from the area in a decent amount of time has the side effect of throwing players an unreasonable distance away from the turntable, making pushing the cart to the centre point a bit of a challenge like suicide tapping the cart in at the end of a hard fought payload round.
Other things I've considered, turning off or in anyway disabling then re-enabling the tracktrain brush, but I ruled that out early on because its quite likely that going to run into the issue of someone been inside the brush when its enable and then getting stuck.
Think that's all of it, sorry if its a bit wall of text, I tried to break it down decently, thanks for taking the time to read and thanks for any suggestions and advice in advance.
P.S.
If anyone's also got a suggestion on how set the next path in a path track on the fly (yes im aware of alternate path, but this only limits you to two choice's of next path) It would be much appreciated.
This all currently works pretty well how ever I have a bit of an issue with the clipping of the tracktrain brush during the rotation while its parent is the turntable, players close to the tracktrain tend to get stuck on the brush (I've looked at other rotating brush posts and know this isn't exactly a unique issue but none of the solutions really apply also).
I've gone through a number of iterations attempting to solve this
1st: Created a cylindrical invisible clip brush to cover the entire area that any point of the brush could rotate through which was triggered on when the tracktrain passed a point on the edge of the turntable, turned off when the rotation was complete. This worked ok but snag was if someone was at the front of the tracktrain brush when the two brushes collided they'd get forced inside the one and stuck.
2nd: Replaced the cylindrical clip brush with a trigger_push brush, again sorta worked but would occasionally push ppl onto the tracktrain brush where they'd get stuck, and ppl at the front of the tracktrain when the rotation started would get stuck on the tracktrain again.
3rd: (Current) I cleaved the trigger_push brush down into about 8 equal segments gave each piece a direction all facing away from the centre point of the turntable, these are turned on when the tracktrain crosses the pathtrack at the outer boundary of the turntable, secondly once the tracktrain reached the centre of the turntable it triggers a brush as in the first solution (a little smaller than the radius covered by the push brushes) then turns off the push brushes, finally turning off the cylindrical clip brush when the rotation is complete.
The 3rd solution is workable atm it solves the initial problem of getting stuck on the tracktrain brush, however it feels a little level breaking with a huge invisible wall there at points and the trigger push force level required to clear players from the area in a decent amount of time has the side effect of throwing players an unreasonable distance away from the turntable, making pushing the cart to the centre point a bit of a challenge like suicide tapping the cart in at the end of a hard fought payload round.
Other things I've considered, turning off or in anyway disabling then re-enabling the tracktrain brush, but I ruled that out early on because its quite likely that going to run into the issue of someone been inside the brush when its enable and then getting stuck.
Think that's all of it, sorry if its a bit wall of text, I tried to break it down decently, thanks for taking the time to read and thanks for any suggestions and advice in advance.
P.S.
If anyone's also got a suggestion on how set the next path in a path track on the fly (yes im aware of alternate path, but this only limits you to two choice's of next path) It would be much appreciated.
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