Trains!

The Endangered Spycrab

L1: Registered
Nov 25, 2015
29
0
I'm kinda a newbie to map making and stuff so I would like to figure out how to make trains. (NOT func_tanktrain) but with the actual world model "Engine Car"
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
So, you want to 'attach' a train model to the func_tanktrain?
Make a prop_dynamic and make the world model that orange train form well. Then parent it to the func_tanktrain, also make the tanktrain the same size as the train model and both facing right form the top-down view to make them work properly.
If you want to make it kill players make a trigger_hurt in front of the tanktrain with FREEZE type damage and parent it to the tanktrain
 

Luigi1000

L2: Junior Member
Dec 12, 2015
65
14
Well if you just want a non moving one id say use a prop static and find the world model which looks the best for you.

However I have a feeling your talking about the moving ones which have a tendency to kill you like in many of valve's maps.
You will need a bunch of path_tracks, a func_tracktrain, prop_physics_override and a trigger hurt. You will need to place them so it looks like they lineup, parent all objects to the func_tracktrain. You will also need some I/O control to set the speed of the train as well as to teleport it back to the start of the track once it reaches the end. A func_brush with a black face set to not solid facing the inside of the map can help hide the train behind it/exiting it.

This is how its done on cactus canyon and a few others, but that would be the basics of one I would think.
 

The Endangered Spycrab

L1: Registered
Nov 25, 2015
29
0
Well if you just want a non moving one id say use a prop static and find the world model which looks the best for you.

However I have a feeling your talking about the moving ones which have a tendency to kill you like in many of valve's maps.
You will need a bunch of path_tracks, a func_tracktrain, prop_physics_override and a trigger hurt. You will need to place them so it looks like they lineup, parent all objects to the func_tracktrain. You will also need some I/O control to set the speed of the train as well as to teleport it back to the start of the track once it reaches the end. A func_brush with a black face set to not solid facing the inside of the map can help hide the train behind it/exiting it.

This is how its done on cactus canyon and a few others, but that would be the basics of one I would think.
I don't understand what "parent" means. But this is what I mean I would like a train to go one time when a payload point is captured. I'll go find the decompiled version of cactus canyon and find out how it works.
 

henke37

aa
Sep 23, 2011
2,075
515
No need for a prop_phyisics_override here. A plain old prop_dynamic is enough for anything that doesn't require being simulated as a physics object.

And if you have to use a damage type of "freeze", then you haven't installed the ABS pack correctly.