Some quick questions on tubes carrying boxes,turrets,etc....
Quote from Zeppelinfreak on June 9, 2011, 5:04 pmI am making a quick small portion of my map that is BTS and I want a big portion of its detail to be a lot of tubes carrying cubes,turrets,boxes around all over. Pretty much copying what goes on in sp_a2_bts3.vmf .
I have looked at the map and from what I can tell, the props for the lowres vacuum cubes and other things have specific vacuum animations, so I am guessing you would have to build the tubes to exactly fit the animations they perform?
If that is correct, do you just make a bunch of these lowres vacuum props and make them keep repeating the same animation over and over?
This is probably an easy mapping thing but I just wanted to make sure if I had the right idea and I didn't see any other topic about this.
I am making a quick small portion of my map that is BTS and I want a big portion of its detail to be a lot of tubes carrying cubes,turrets,boxes around all over. Pretty much copying what goes on in sp_a2_bts3.vmf .
I have looked at the map and from what I can tell, the props for the lowres vacuum cubes and other things have specific vacuum animations, so I am guessing you would have to build the tubes to exactly fit the animations they perform?
If that is correct, do you just make a bunch of these lowres vacuum props and make them keep repeating the same animation over and over?
This is probably an easy mapping thing but I just wanted to make sure if I had the right idea and I didn't see any other topic about this.
Quote from gompasta on June 10, 2011, 4:36 amThey do use preset animations, but you could use trigger_push and physics cubes instead, although that could cause awful amounts of lag if overused.
They do use preset animations, but you could use trigger_push and physics cubes instead, although that could cause awful amounts of lag if overused.
Quote from KenJeKenny!? on June 10, 2011, 8:05 amgompasta wrote:They do use preset animations, but you could use trigger_push and physics cubes instead, although that could cause awful amounts of lag if overused.And you can hear them bouncing around constantly... which can get very annoying.
And you can hear them bouncing around constantly... which can get very annoying.
Quote from Reload on June 10, 2011, 3:29 pmDO what I did.
Step(1): Make a prop_dymanic with the box model.
Step(2):Make a little nodraw box in the middle of the model.
Step(3)Make the nodraw a func_tracktrain and name it something like vent_cube or etc
Step(4)Parent the cube to the nodraw func_tracktrain
Step(5)Make a path_track and name it vent_track_1 or something (You got to make the path tracks to the end of the vent make the last output on the last one Onpass !achivor (I can't spell) kill
Step(6)make the next stop target for the box on that path_track
Step(7)Now make a logic_timer and name it vent_cube_timer_1,Make it's things this random time
min time 10 max time 30
Step(8) Make a point_template name this vent_cube_spawner_1 make the template one the cube name
Step(9) Make a logic_case name this vent_random_picker_1 now go to outputs add this on case 1 your cube template forcespawn (do this with as many cubes you have)
Step(10) Make a output on the logic_timer now in the outputs area with this ontimer (your logic case name) Pickrandom
Step(11)?????????
Step(12)Profit....Hope this helps.
DO what I did.
Step(1): Make a prop_dymanic with the box model.
Step(2):Make a little nodraw box in the middle of the model.
Step(3)Make the nodraw a func_tracktrain and name it something like vent_cube or etc
Step(4)Parent the cube to the nodraw func_tracktrain
Step(5)Make a path_track and name it vent_track_1 or something (You got to make the path tracks to the end of the vent make the last output on the last one Onpass !achivor (I can't spell) kill
Step(6)make the next stop target for the box on that path_track
Step(7)Now make a logic_timer and name it vent_cube_timer_1,Make it's things this random time
min time 10 max time 30
Step(8) Make a point_template name this vent_cube_spawner_1 make the template one the cube name
Step(9) Make a logic_case name this vent_random_picker_1 now go to outputs add this on case 1 your cube template forcespawn (do this with as many cubes you have)
Step(10) Make a output on the logic_timer now in the outputs area with this ontimer (your logic case name) Pickrandom
Step(11)?????????
Step(12)Profit....
Hope this helps. ![]()
