- May 5, 2013
- 6
- 1
For the past few days, I've been trying to get a cart to roll up a slope and down another. While it does correctly follow the path, there's another problem - that being the players near it.
This happens especially often if a player is in front of the cart and is pushed by it. As soon the cart reaches the downwards slope, the cart will rotate, "fall" onto the player and get him stuck. He then is taken along for a ride down the track, and as soon the cart turns back when it reaches the flat track, the player is stuck in the ground.
I tried everything I could think about - making the cart a prop_dynamic, making the cart a prop_physics_override, disabling cart collisions, making the slope flatter, trying different sizes and shapes for the func_train, copying the cart from Badwater (which has a slope which works fine), adding point_push or trigger_push to get players out of the way, and even having two seperate func_trains, one for moving the cart and a second, bigger one with rotation disabled acting as a clip. None of these worked.
I have no idea what else I could do. Right now I have placed kill triggers below the ground so people get killed instead of stuck, but that's obviously not a perfect solution. Does anyone have an idea as to what I could do to fix this?
This happens especially often if a player is in front of the cart and is pushed by it. As soon the cart reaches the downwards slope, the cart will rotate, "fall" onto the player and get him stuck. He then is taken along for a ride down the track, and as soon the cart turns back when it reaches the flat track, the player is stuck in the ground.
I tried everything I could think about - making the cart a prop_dynamic, making the cart a prop_physics_override, disabling cart collisions, making the slope flatter, trying different sizes and shapes for the func_train, copying the cart from Badwater (which has a slope which works fine), adding point_push or trigger_push to get players out of the way, and even having two seperate func_trains, one for moving the cart and a second, bigger one with rotation disabled acting as a clip. None of these worked.
I have no idea what else I could do. Right now I have placed kill triggers below the ground so people get killed instead of stuck, but that's obviously not a perfect solution. Does anyone have an idea as to what I could do to fix this?