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Stuck in a Pneumatic diversity vent ! [SOLVED]

Hi everyone,

(First i'm french, so don't hesitate to ask if something that i say is not clear...i'll do my best...)

Yet, i've spent months building my very first map and learned lots of things from forums ! My map is almost done but i have a big problem with Pneumatic diversity vents : i would like the player to go and be sucked (not stucked!) in it, and fly straight to the end of the Pneum. div. vent.
But the problem is that, for a reason i don't catch, the player gets stuck in several parts of it, until i make a move.

Because a video is more explicit than words :
ntpqdTV3u30
(link : http://www.youtube.com/watch?v=ntpqdTV3u30)

I don't think it's a problem of alignment of the tubes, maybe something with the position or size of the trigger_push but i've tried lots of things but none better.
I've built it following these advices : https://developer.valvesoftware.com/wiki/Diversity_Vent

You'll probably need my VMF file to check what's wrong with it, so here it is :
http://www.mediafire.com/?ymae3p91p1965v5

Please heeeeeeeelp meeeeee ! (with advices and/or a new VMF)

If you are using a larger grid size the pipes should align correctly but obviously not all models are completely streamline.

I noticed that the pushes on your pipes are very strong and almost squash the player against the sides of the pipes. I will make an example map to see if I can duplicate a better one, however if I cannot get it to work you could always change the models to non-solid and playerclip out the ride so there is no chances the player can get stuck on rogue meshes.

EDIT: My pipes work however if the tuberide is long you should be using a point_viewproxy which lets the player look around however you can set the proxy entity to a train which follows a series of paths.

?????????????????????????????TWP Releases | My Workshop
chickenmobile wrote:
If you are using a larger grid size the pipes should align correctly

I tried as you said with a larger grid (On Grid : 16) and re-aligned the pipes correctly. It seems slightly better but did not solved...
Here is the new VMF file with pipes aligned :
http://www.mediafire.com/?c06q6fjsyunqztz

chickenmobile wrote:
I noticed that the pushes on your pipes are very strong and almost squash the player against the sides of the pipes.

That's right, i'll change this.

chickenmobile wrote:
you could always change the models to non-solid and playerclip out the ride so there is no chances the player can get stuck on rogue meshes.

How do you playerclip out a ride ? I'm not used to playerclip...can you tell me about it, or give me a link to a good tutorial ?

Thanks for your answer !!

canari wrote:
How do you playerclip out a ride ? I'm not used to playerclip...can you tell me about it, or give me a link to a good tutorial ?

What I believe chickenmobile means is that you should do the following:
- set all the tube props to non-solid
- create a brush on every wall, so you'll fly through square and straight tubes, no things sticking out
- cover all the brushes with the playerclip texture (search for it in the texture selection window)

What I'd suggest, though, is instead of using playerclip using invisible, since you're probably also using cubes or turrets or something else than the player. This will block those, too, as you wouldn't want them to go straight through your tubes...

Hope that helps! ;)

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]

I made a tube-ride using a vehicle. Have uploaded the map as an example :)

tuberide_vehicle.vmf
?????????????????????????????TWP Releases | My Workshop

Thank you very much, both ! so much helpful !

I understand the reason and the way you advise me to use the playerclip or invisible texture.
In fact, in my map it may happen that the player also walk on the pipe, so the outside of the pipe should be round-shaped. I guess i could do such a shape and give it the invisible texture, but it may be a long work, isn't it?
Also, i love the result of the tube-ride with a vehicle. I saw you made the tubes "Not solid". I guess it would also work if they are solid since the player follows the track in the very center of the tube so cannot get stuck on the sides...
I don't have turrets in my map but i need some cubes to go trough the pipe too. I don't think the vehicle is compatible with cubes (alone or carried), is it?

All those things considered (be able to walk on pipe-shaped pipes, must work for the player and cubes, and it will not be a closed ride but with a start and an end), what solution would you use ?
I shape the outside of the brushes with invisible texture ?

canari wrote:
I shape the outside of the brushes with invisible texture ?

You can't half-texture something invisible or player clip. That won't work.

I'd suggest you only make cilinder-shaped pipes where really needed, and cut out a square in the center. I really would make the inside square-shaped, it would work with cubes as well as players.

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Maps in Development:
[spoiler]- Penrose 04 (on hold)[/spoiler]

Problem now solved thanks to Chickenmobile and FourthReaper ! :notworthy:

Suggestion:
You could always have a second train for cubes and other objects which follow the same paths (perhaps using some kind of filter-branch set up which changes the direction of where each model goes).

Honestly a path_track way is entirely less buggy way then using actual pushes, however objects might seem rigid when travelling through the pipes. If the pipe is only meant for visuals use the push way, but if its for part of a puzzle be careful and try to keep things as regular as possible.

?????????????????????????????TWP Releases | My Workshop