Author Topic: Func_train origin/moving issue[SOLVED]  (Read 4702 times)

Emperor Jack

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Func_train origin/moving issue[SOLVED]
« on: February 03, 2011, 03:05:33 am »
Hi guys
Ive been experiancing some trouble with a func_train of mine. It is pretty much a ancient stone pillar made up of 10 brushes and the origin bursh cube sitting right in the centerc of the pillar. I have selected them all, made it a train, changed the speed etc. Linked it to the one path corner i want and linked the target delay which is activated by a button to the train. And heres the issues:
1: it spawns at the XYZ of 0,0,0 EVNEN THOUGH i have made an origin brush.
2: even though it has spawned at 0,0,0 it still wont move to the path_corner
Any help what so ever would be appreciated
Thanks
Your Emperor
BTW THIS IS NETRADIANT
« Last Edit: February 05, 2011, 09:40:42 pm by Emperor Jack »

amz181

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Re: Func_train origin/moving issue
« Reply #1 on: February 03, 2011, 11:38:18 am »
Just to make sure you have included the origin brush in the entity (if you already havent done so). Bring up the entity list and click on the relevant func_train and check if the origin brush is highlighted.


Emperor Jack

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Re: Func_train origin/moving issue
« Reply #2 on: February 04, 2011, 01:20:09 am »
It is there. I am using the origin shader from common as i am on netradiant, I have used this for other trains and func_rotatings on other maps and Im sure it works. I have also figured:
Does having a patch in the func_train make any issues?
And is also is there an origin shader in any of the default map folder thingys in the texture browser? (aka atcs,nexus6 etc)

Xedoh

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Re: Func_train origin/moving issue
« Reply #3 on: February 04, 2011, 01:42:54 pm »
The shader should be fine. The problem is, afaik, that a func_train needs at least 2 path_corners to work properly. You'll also need to connect those.
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CATAHA

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Re: Func_train origin/moving issue
« Reply #4 on: February 04, 2011, 11:25:47 pm »
The shader should be fine. The problem is, afaik, that a func_train needs at least 2 path_corners to work properly. You'll also need to connect those.
Agree with teo path_corner's opinion. Also i think that any shader can be applied to func_ entities (i can be wrong but i think so).
And i also think patches cant be part of 'func_' entities. Use models if you need so advanced geomethry.
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Emperor Jack

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Re: Func_train origin/moving issue
« Reply #5 on: February 05, 2011, 09:40:22 pm »
Ok thanks guys hope, will test your theorys soon =D