Things flying through tube?
Quote from andu on January 20, 2012, 2:37 pmHi there.
I've got a tube in my map for visual reasons. And now I thought of having cubes flying through it to make it more interesting. I tried a little by myself but I ended up having nothing really useful. So how can you do that? And is it even possible to have the things in the tube for example rotating a little?
Thanks for every help.
Hi there.
I've got a tube in my map for visual reasons. And now I thought of having cubes flying through it to make it more interesting. I tried a little by myself but I ended up having nothing really useful. So how can you do that? And is it even possible to have the things in the tube for example rotating a little?
Thanks for every help.
Quote from wrathofmobius on January 20, 2012, 3:03 pmhttps://developer.valvesoftware.com/wik ... rsity_Vent
It's a model with an animation.
https://developer.valvesoftware.com/wik ... rsity_Vent
It's a model with an animation.
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Quote from ChickenMobile on January 20, 2012, 11:29 pmTry using a 'model of a cube' (i.e. a prop_dynamic_ovveride) parented to a func_train which follows a chain of path_tracks. Some settings will make the cube rotate such as face direction of motion and change velocity easein/easeout.
Try using a 'model of a cube' (i.e. a prop_dynamic_ovveride) parented to a func_train which follows a chain of path_tracks. Some settings will make the cube rotate such as face direction of motion and change velocity easein/easeout.
Quote from Brainstone on January 22, 2012, 7:07 amAnother possibility is to use several trigger_push to shift the cubes through the tube.
Another possibility is to use several trigger_push to shift the cubes through the tube.
Quote from andu on February 4, 2012, 7:32 pmThanks to everybody. I did it the way chickenmobile explained: a dynamic model following a func_tracktrain. I just couldn't figure out how to make it rotating, but it's fine so far.
Thanks to everybody. I did it the way chickenmobile explained: a dynamic model following a func_tracktrain. I just couldn't figure out how to make it rotating, but it's fine so far.
Quote from spongylover123 on February 4, 2012, 8:20 pmandu wrote:Thanks to everybody. I did it the way chickenmobile explained: a dynamic model following a func_tracktrain. I just couldn't figure out how to make it rotating, but it's fine so far.Parent func_rotating to the tracktrain, and cube to the rotating
Parent func_rotating to the tracktrain, and cube to the rotating
Quote from Mr. P. Kiwi on February 9, 2012, 2:19 amSomething I started working on is a set of tubes which fit the cube animations. There are just so many animations it's a waste not to use them. It's not easy work to figure out the correct path, but at the end it'll be worth it - numerous vent instances to use. You can try doing it like this too.
Something I started working on is a set of tubes which fit the cube animations. There are just so many animations it's a waste not to use them. It's not easy work to figure out the correct path, but at the end it'll be worth it - numerous vent instances to use. You can try doing it like this too.
Quote from Pitkakorvaa on February 9, 2012, 7:54 amspongylover123 wrote:andu wrote:Thanks to everybody. I did it the way chickenmobile explained: a dynamic model following a func_tracktrain. I just couldn't figure out how to make it rotating, but it's fine so far.Parent func_rotating to the tracktrain, and cube to the rotating
Too complicated, just place path_tracks in different angle and change this in path_tracks propertires:
Orientation Type - Face this path_track's angles. And of course func_tracktrains:
Change Angles - Linear blend + speed to 700
Parent func_rotating to the tracktrain, and cube to the rotating
Too complicated, just place path_tracks in different angle and change this in path_tracks propertires:
Orientation Type - Face this path_track's angles. And of course func_tracktrains:
Change Angles - Linear blend + speed to 700
Quote from Jepp on February 11, 2012, 8:18 amPitkakorvaa wrote:spongylover123 wrote:andu wrote:Thanks to everybody. I did it the way chickenmobile explained: a dynamic model following a func_tracktrain. I just couldn't figure out how to make it rotating, but it's fine so far.Parent func_rotating to the tracktrain, and cube to the rotating
Too complicated, just place path_tracks in different angle and change this in path_tracks propertires:
Orientation Type - Face this path_track's angles. And of course func_tracktrains:
Change Angles - Linear blend + speed to 700I must say that I think spongylover's solution sounds better since if you don't have the path_tracks so that they have a consistent distance from eachother the rotation might look odd, and you don't have to turn every single path_track in case you have very many of them. But your way might look more realistic, in corners and so on.
Correct me if I'm wrong, I have'nt ever used these myself.
Parent func_rotating to the tracktrain, and cube to the rotating
Too complicated, just place path_tracks in different angle and change this in path_tracks propertires:
Orientation Type - Face this path_track's angles. And of course func_tracktrains:
Change Angles - Linear blend + speed to 700
I must say that I think spongylover's solution sounds better since if you don't have the path_tracks so that they have a consistent distance from eachother the rotation might look odd, and you don't have to turn every single path_track in case you have very many of them. But your way might look more realistic, in corners and so on.
Correct me if I'm wrong, I have'nt ever used these myself.




