Changing the Payload Model in Game

Oct 6, 2008
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445
Hi,

As some of you know, I'm retooling my canyon map to make it much smaller - I mean it's a LOT smaller now - as such I've gained a lot of nodes back from my original path (bring it down to roughly 125-150 now from about 300) on the old map to this version.

This means that I can now be a bit more creative in some of the stuff I want to do.

One of the things is this but I don't know if it can be done or not.

Here's the scenario:

Blue pushes empty cart to point x - cart goes into a machine - cart exits the machine but is now full of gold. Blue pushes the gold to victory or defeat further down the map.

Any idea how I transition the cart from empty to full while it's being watched by the trainwatcher? Can this be done?

A thought just pumped into my head as a way to do it - make another model (the gold) parent it to the empty and enable it in the machine - but would it keep all the angles etc as the cart travelled down the path?
 
Last edited:

xzzy

aa
Jan 30, 2010
815
531
It should.. the angles of the train are set by the path entities, not the model. As long as the origin point of the two models you're using are identical, you should be able to get away with some reparenting trickery.

(if the origins don't match, the models will appear to jump when you switch them out)

If that gives you problems, you can parent both models to your train, and use the TurnOn/TurnOff input to control which one the players see.
 
Oct 6, 2008
1,947
445
Cool can't wait to try it out when I get home form work :)