I have a map with some trains set up, and some play testers have reported problems with train model 'ghosts' appearing sometimes. I attached a screenshot example from one of the players who saw it. Players report the object is not solid, players and weapons can pass through it, and the ghost disappears after a few seconds.
I'm not doing anything super elaborate. I have my func_tracktrain, with my prop_dynamic parented to it. Each train has three path_tracks, two to mark the start and finish in the actual map, and a third in a 'secret' room to keep the trains out of sight when not in use. I have the 'teleport' flag set to the end and start path nodes.
Trains are fired off with a logic_timer and a logic_case to pick a random train.
In the example screenshot, there is no path_track at that location. That model is not supposed to be anywhere near that location. The only reason I can imagine that the model does show up there is because that is where the map origin is located, and something in my entity set up is getting confused.
I haven't seen anything like this in about 10-20 hours of play testing on my local machine against bots. Is this an internet lag type issue? A server issue? Has anyone ever seen something like this, and is there a way to prevent it?
I'm not doing anything super elaborate. I have my func_tracktrain, with my prop_dynamic parented to it. Each train has three path_tracks, two to mark the start and finish in the actual map, and a third in a 'secret' room to keep the trains out of sight when not in use. I have the 'teleport' flag set to the end and start path nodes.
Trains are fired off with a logic_timer and a logic_case to pick a random train.
In the example screenshot, there is no path_track at that location. That model is not supposed to be anywhere near that location. The only reason I can imagine that the model does show up there is because that is where the map origin is located, and something in my entity set up is getting confused.
I haven't seen anything like this in about 10-20 hours of play testing on my local machine against bots. Is this an internet lag type issue? A server issue? Has anyone ever seen something like this, and is there a way to prevent it?
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