Train Map Problem

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Pdan4

Still trying to add
aa
Nov 25, 2013
104
239
Yes, I admit it, I was inspired by the trailer to "End of the Line."

My problem is this: I'm trying to filter out projectiles (tf_projectile_*), but the trigger with the filter_class (with tf_projectile_* set to allow, and all the things checked, including physics debris and "everything") will only respond to rockets fired by the soldier. I COULD do a logic_filter_multi, but then I'd have to update the map every time new projectile types are added.

The point of this is so that a soldier on the train can fire rockets and not run into them. So that demomen can actually hit what they're aiming at.

Any help would be appreciated also in finding a good way to add the func_tracktrain's (or player's) velocity to their projectiles. Thanks!
 

ibex

aa
Sep 1, 2013
308
528
That's how they did they action shot of the scout on the top of the train in the trail for "End of the Line" anyway. (What Sergis is referring to)
 

Pdan4

Still trying to add
aa
Nov 25, 2013
104
239
why cant you do what the trainmaps have been doing since 1999 and have a stationary train with a moving world

Because the train is going to be able to take alternate routes/fall off broken bridges/take otherwise complex turns.