Wibbley Wobbley Floppy Turrets Falling off their platforms
Quote from Fracture on May 4, 2012, 4:34 pmI decided to make an easy, medium and hard mode of my map Target Practice. There will be moving platforms going up and down, or left and right. But the turrets keep falling off their damn pedestals.
I read somewhere there was an entity specifically for making things not move, or move specifically. Much like the chapter [spoiler]when you tamper with the turret scanning line and the turrets are moved on a conveyor belt[/spoiler]
I decided to make an easy, medium and hard mode of my map Target Practice. There will be moving platforms going up and down, or left and right. But the turrets keep falling off their damn pedestals.
I read somewhere there was an entity specifically for making things not move, or move specifically. Much like the chapter
Quote from Lpfreaky90 on May 4, 2012, 6:32 pmfunc_tracktrain & path_track?
func_door?
func_movelinear?
func_tracktrain & path_track?
func_door?
func_movelinear?
Quote from Groxkiller585 on May 4, 2012, 6:34 pmlpfreaky90 wrote:func_tracktrain & path_track?
func_door?
func_movelinear?One of these would work for NPC turrets (well they would but it wouldn't be smooth), I think he wants a phys constraint. (look up phys constraints on the VDC)
func_door?
func_movelinear?
One of these would work for NPC turrets (well they would but it wouldn't be smooth), I think he wants a phys constraint. (look up phys constraints on the VDC)

Quote from Fracture on May 4, 2012, 8:35 pmi havent decided, but i may use track trains. I need to figure out how to get an object to its original destination at any point regardless how many paths it has crossed. its gonna be like a cross between a shooting gallery and one at a carnival. left and right, up and down. it might come out kinda complicated.
i havent decided, but i may use track trains. I need to figure out how to get an object to its original destination at any point regardless how many paths it has crossed. its gonna be like a cross between a shooting gallery and one at a carnival. left and right, up and down. it might come out kinda complicated.
Quote from Lpfreaky90 on May 4, 2012, 8:36 pmMove to path node
Just read the valve developer's page
Move to path node Just read the valve developer's page
Quote from Fracture on May 5, 2012, 12:24 amwtf, i never even noticed that one before when i worked with trains previously. I hope it transverses all previous nodes.
EDIT: I didn't find that string to command, however I found teleporttopathnode, which works equally as good. I also discovered that there are a lot more entities that can be fizzled than i thought. Pistons for example. Quick question, can a brush be fizzled? Otherwise i may have to replace them with models
wtf, i never even noticed that one before when i worked with trains previously. I hope it transverses all previous nodes.
EDIT: I didn't find that string to command, however I found teleporttopathnode, which works equally as good. I also discovered that there are a lot more entities that can be fizzled than i thought. Pistons for example. Quick question, can a brush be fizzled? Otherwise i may have to replace them with models

Quote from ChickenMobile on May 5, 2012, 7:51 amFracture wrote:Quick question, can a brush be fizzled? Otherwise i may have to replace them with modelsPhysic models and brushes can be fizzled, static, dynamic models and brushes cannot.
Physic models and brushes can be fizzled, static, dynamic models and brushes cannot.
Quote from Fracture on May 5, 2012, 3:06 pmwait, what? my prop dynamics DID get fizzled. I also noticed i actually checked the box "fizzle everything" So thats what my problem was. DERP
Thanks for the info.
Now i saw some youtube videos where people used what looked like monitors to see other parts of the map. What entities do that?
wait, what? my prop dynamics DID get fizzled. I also noticed i actually checked the box "fizzle everything" So thats what my problem was. DERP
Thanks for the info.
Now i saw some youtube videos where people used what looked like monitors to see other parts of the map. What entities do that?
Quote from spongylover123 on May 5, 2012, 3:08 pmYou can't fizzle prop_dynamic, check any map, it's not possible, ever.
you can only fizzle physics only, "only".
You can't fizzle prop_dynamic, check any map, it's not possible, ever.
you can only fizzle physics only, "only".
Quote from Fracture on May 5, 2012, 6:02 pmif that is the case, I just destroyed the laws of gaming physics...
...oops 0_o
if that is the case, I just destroyed the laws of gaming physics...
...oops 0_o