Help with BTS Vactubes
Quote from srs bsnss on August 16, 2013, 12:28 pmAlright, I've been hacking away at this for a while now and it just won't work.
I'm trying to create a relatively simple vactube system to add a bit of interest to my map, but there's problems:At first I tried using trigger_pushes and entity_makers, templates, and so on, but that didn't really work and was very clunky and uncomfortable to create.
Then I tried using a more preferable method, using a track and func_tracktrains, with a prop_dynamic override parented to the tracktrain. A timer would tell a point_template to spawn the tracktrain+model at random intervals. I chose this method after seeing that it was used in a decompiled Wibi!Data map.Both times, nothing would happen. The first method, nothing even spawned, the second, I have a feeling hundreds of cubes got stuck in each other at the spawn point because it got really laggy if I went near. There was also one floating outside the map.
I realize this is probably a pretty simple thing and there's an equally simple solution, but I'm stumped. Any help, or even documentation on how you personally create vactubes, is much appreciated. I can upload the .vmf if need be.
Alright, I've been hacking away at this for a while now and it just won't work.
I'm trying to create a relatively simple vactube system to add a bit of interest to my map, but there's problems:
At first I tried using trigger_pushes and entity_makers, templates, and so on, but that didn't really work and was very clunky and uncomfortable to create.
Then I tried using a more preferable method, using a track and func_tracktrains, with a prop_dynamic override parented to the tracktrain. A timer would tell a point_template to spawn the tracktrain+model at random intervals. I chose this method after seeing that it was used in a decompiled Wibi!Data map.
Both times, nothing would happen. The first method, nothing even spawned, the second, I have a feeling hundreds of cubes got stuck in each other at the spawn point because it got really laggy if I went near. There was also one floating outside the map.
I realize this is probably a pretty simple thing and there's an equally simple solution, but I'm stumped. Any help, or even documentation on how you personally create vactubes, is much appreciated. I can upload the .vmf if need be.

Quote from ChickenMobile on August 16, 2013, 12:32 pmFor tuberides do not parent the physical cube to the vac - you should be using a dynamic model to go through the pipes and then spawn the real cube once it reaches its' destination.
OnPass -> cubespawner -> ForceSpawn
For tuberides do not parent the physical cube to the vac - you should be using a dynamic model to go through the pipes and then spawn the real cube once it reaches its' destination.
OnPass -> cubespawner -> ForceSpawn

Quote from TeamSpen210 on August 16, 2013, 1:04 pmYou'd also want to tell the path_track at the end to also OnPass -> !activator -) Kill to delete that track and model once it gets to the end. Do you also have the timer trigger it to StartForward? You might want to check the flags "Preserve entity names" in the template.
You'd also want to tell the path_track at the end to also OnPass -> !activator -) Kill to delete that track and model once it gets to the end. Do you also have the timer trigger it to StartForward? You might want to check the flags "Preserve entity names" in the template.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Goldenknighttim on August 16, 2013, 1:15 pmFor testing it, before you are completely sure on what you are going to do in your map, I would create a new map and test your vactubes in an area that you can see each step easily, rather than letting errors build up before you have the chance to take a good look at it, or worse, having what you are testing behind a wall so you can't see what works and what doesn't.
For testing it, before you are completely sure on what you are going to do in your map, I would create a new map and test your vactubes in an area that you can see each step easily, rather than letting errors build up before you have the chance to take a good look at it, or worse, having what you are testing behind a wall so you can't see what works and what doesn't.

Quote from BenVlodgi on August 16, 2013, 2:06 pmI have an instance, that does all of the spawning of random cubes for you, and sends them to a path track. Its very possible Doug used it in Wibi. At the end of the path you have to add some logic to kill the cubes, super easy stuff.
If I remember I'll upload the instance
I have an instance, that does all of the spawning of random cubes for you, and sends them to a path track. Its very possible Doug used it in Wibi. At the end of the path you have to add some logic to kill the cubes, super easy stuff.
If I remember I'll upload the instance
Quote from srs bsnss on August 17, 2013, 12:13 pmTeamSpen210 wrote:Do you also have the timer trigger it to StartForward?Oh god...
I can't believe I've done this. It works now, though I've made mistakes on the angles, etc. so it isn't going the right way.
Gee, this has got to be one of the stupidest mistakes in my mapping career.Either way, thanks for the suggestions guys. Ben, that instance is probably worth posting anyway, might help others out down the track.
Oh god...
I can't believe I've done this. It works now, though I've made mistakes on the angles, etc. so it isn't going the right way.
Gee, this has got to be one of the stupidest mistakes in my mapping career.
Either way, thanks for the suggestions guys. Ben, that instance is probably worth posting anyway, might help others out down the track.
Quote from Dafflewoctor on August 17, 2013, 4:32 pmsrs bsnss, did you use the first method with entity makers and logic timers? Or did you do the second method? I want to know which one is best.
srs bsnss, did you use the first method with entity makers and logic timers? Or did you do the second method? I want to know which one is best.
Quote from srs bsnss on August 18, 2013, 1:24 amDr.Toaster Waffles wrote:srs bsnss, did you use the first method with entity makers and logic timers? Or did you do the second method? I want to know which one is best.The second method (path_tracks, tracktrains and such) is easier to set up in Hammer, although it has the downside that the movement is unrealistically smooth, it looks like the cube is just sailing through the air without wobbling or anything at all.
The second method (path_tracks, tracktrains and such) is easier to set up in Hammer, although it has the downside that the movement is unrealistically smooth, it looks like the cube is just sailing through the air without wobbling or anything at all.
Quote from User on August 18, 2013, 7:07 amsrs bsnss wrote:Dr.Toaster Waffles wrote:srs bsnss, did you use the first method with entity makers and logic timers? Or did you do the second method? I want to know which one is best.The second method (path_tracks, tracktrains and such) is easier to set up in Hammer, although it has the downside that the movement is unrealistically smooth, it looks like the cube is just sailing through the air without wobbling or anything at all.
How about a Point_Push with -200 Magnitude, parented to the train. And the cube spawns when then push spawns. I tryed that months ago, worked, but in near of the tube should be another objects
But the cube wobbles ^^
The second method (path_tracks, tracktrains and such) is easier to set up in Hammer, although it has the downside that the movement is unrealistically smooth, it looks like the cube is just sailing through the air without wobbling or anything at all.
How about a Point_Push with -200 Magnitude, parented to the train. And the cube spawns when then push spawns. I tryed that months ago, worked, but in near of the tube should be another objects But the cube wobbles ^^
Quote from srs bsnss on August 18, 2013, 9:38 amAlright, so I'm faced with another problem - I think this relates to what ChickenMobile said. The first cube goes through fine, as does the second, but every subsequent cube goes flying out of the map. I have a strong feeling that I've butchered the logic of it, though I don't really know where. I don't suppose someone could take a look and help me sort it out?
.vmf attatched
Alright, so I'm faced with another problem - I think this relates to what ChickenMobile said. The first cube goes through fine, as does the second, but every subsequent cube goes flying out of the map. I have a strong feeling that I've butchered the logic of it, though I don't really know where. I don't suppose someone could take a look and help me sort it out?
.vmf attatched