Please or Register to create posts and topics.

Two questions

So, i have two questions reguarding items in hammer. First, how do you make an item that the player can pick up, i am not talking about cubes, i mean like the radio, i can use a prop_dynamic to make a radio, but i can't pick it up. Second, how do I get a management rail, like the one Wheatley uses, I want to be able to make one, and run cores on it, I've seen it in some maps before so I am pretty sure it is possible. :blah: Thanks in advance :thumbup:

This... sentence... is... false.... dontthinkaboutdontthinkaboutdontthinkaboutdontthinkaboutdontthinkaboutit
MLIA
Thanks in advance :thumbup:

1) to pick up stuff make it a prop_physics.
Note that in order to have a proper prop_physics you need a phys-model; you can check in hammer, in the model browser, under the info tab if it has physics ticked. If your model doesn't have that you can use a prop_physics_override and it should be pick-up-able

2) for the management rails: create the props; parent your wheatley to a func_tracktrain; and use path_tracks to create a path along the management rails, and let the train follow it!

Your going to have to control Wheatley's animations seperatly FYI. Just give him a SetAnimation or whatever you're meant to use for npcs.

Okay thank you all.

This... sentence... is... false.... dontthinkaboutdontthinkaboutdontthinkaboutdontthinkaboutdontthinkaboutit
MLIA
Thanks in advance :thumbup:

Okay, sorry to bug anyone out there, but i can get the core working with an animation, but I don't really understand how to do the func_tracktrain and the path_track or whatever they are, i can't remember. Keep in mind I am progressively learning, not with Flo though... :boring: :lol: :blah:

This... sentence... is... false.... dontthinkaboutdontthinkaboutdontthinkaboutdontthinkaboutdontthinkaboutit
MLIA
Thanks in advance :thumbup:

With path_tracks, what you do is name the first one track1 then shift-drag the track to the next position. Hammer will automatically rename the new one to track2 and set the Next Stop Target value in the first to link them. You'll see a line connecting them if they are set up correctly.

Once you have a path for a core to run through, then make a func_tracktrain out of nodraw and parent the core to it. Set the First Stop Target value to the name of the first path_track, which will make it teleport there. Send the StartForward command to the tracktrain to make it move. The path_tracks have a OnPass output which can be useful to synchronise them with other things. You'd also want to set the Start sound and stop sound to the correct sounds (Sphere.RailTravel...).

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]