"Bobbing" Payloads

Discussion in 'Mapping Questions & Discussion' started by English Mobster, Jan 17, 2012.

  1. English Mobster

    English Mobster L6: Sharp Member

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    So I have a bit of my map which is in space. The cart goes through an area which has lower than normal gravity and begins to float.
    As it stands right now, if the cart is not being pushed, it floats there, perfectly still, looking really unnatural. Is there a way to make it appear to be "bobbing" up and down?
    I've attempted 2 methods:

    1. Parent the Payload's path_tracks to a func_tracktrain that has the desired movement effect. This caused the Payload to do a 180 and fly off into a wall for no reason (rotating the tracks and the train did nothing).
    2. Parent the Payload prop to a func_movelinear which then is parented to the Payload's actual train. When the Payload crosses into space, the movelinear begins to move up and down. The Payload did the same thing as it did the first time, but in a different direction.
    Does anyone else have a solution?
     
    Last edited: Jan 18, 2012
  2. Dragonic

    Dragonic L1: Registered

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    Take a look at this: http://www.youtube.com/watch?v=DkNdzxZjRTU

    He's using func_water_analog to "bounce" boxes in "water". I'm guessing you could remove the water texture and have it seemingly float in space.
    I haven't had the time to try this yet.
     
  3. tyler

    aa tyler snail prince, master of a ruined tower

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  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Your first idea failed spectacularly because path_tracks cannot be parented, they cease to exist when you do so.

    The second idea should work, did you use/change the phys_constraint properly? The cart is usually a physprop which can't be parented, only constrained. Alternatively, the cart is only a physprop so it can gracefully fall into pits at the end of maps. If you bomb isn't going to fall anywhere, you could make it a dynamic and just parent it.
     
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  5. English Mobster

    English Mobster L6: Sharp Member

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    I had made it a dynamic with just that idea in mind and had a similar issue. Whereas before it turned completely around and decided to derp into a wall, now what it does is move about 256 units to the right (inside of a wall) and continue along its normal path, translated 256 units.
    I decided to have the cart pause for a moment before it were to begin moving up and down and use the time to set the parent for the func_movelinear there, then parent the cart's prop to the movelinear 0.10 seconds after, but it causes the same issue once the movelinear receives its initial "SetPosition" call.
    I'm not sure if this is because I'm asking the movelinear to move on three axis (because it's parented to a moving train), but this confuses me. I'm going to try the same thing, only using a func_door instead and see if it helps. If that doesn't work, I'll move it 256 units in the opposite direction and see if it corrects itself.

    E: Changing it to a func_door worked. Yay. :D
     
    Last edited: Jan 18, 2012