Help creating a Payload Cart.

DjanGo

L1: Registered
Dec 14, 2014
3
0
Hey there. I want to put almost everything on my map (a couple of control points, payload carts, etc). I want to make a moving cart only, not to explode it or cap points with it. I've fully read this wiki like 5 times, and didn't yet find the way to make it moving, it only says I must create thousand entities, capturing brushes, etc. I already have control points on my map and I don't want them to be captured with the cart.

Resuming, I only want to know what should I do to move the cart with a brush or anything that makes it moving forward/back. Thanks.
 

henke37

aa
Sep 23, 2011
2,075
515
The core entity of a moving cart is the func_tracktrain entity, anything else is for the game mode. You can use that entity for any moving object.
 

DjanGo

L1: Registered
Dec 14, 2014
3
0
The core entity of a moving cart is the func_tracktrain entity, anything else is for the game mode. You can use that entity for any moving object.

Hey, thanks for answering. I've been already working with the next entities:

prop_physics_override (cart model)
func_tracktrain
path_track (start & end)
phys_constraint (tracktrain to Entity 1 | cart model to Entity 2)

So, is there a flag, output or anything to make the tracktrain movable by approaching to it? Thanks again.
 

henke37

aa
Sep 23, 2011
2,075
515
You need some sort of trigger to check if there are players in the area around the cart.

Btw, you can just use a prop_dynamic for the cart model, you probably don't need full physics.
 

DjanGo

L1: Registered
Dec 14, 2014
3
0
You need some sort of trigger to check if there are players in the area around the cart.

Btw, you can just use a prop_dynamic for the cart model, you probably don't need full physics.

What brush/output(s) can I use for that? Thanks.