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func_train vanishing, lol
Posted: Tue Feb 03, 2009 4:35 am
by Bacon
Okay, I made a small brush, right clicked it, gave it func_train, named it t1
I made 2 path_corners, t2 and t3, I have t1 linked to t2, t2 linked to t3 and t3 linked to t2, so it should go back and forth between the 2, right?
I compile the map and the brush isnt there, magically is gone, but if I take target: t2 off of the train brush, the brush is there. Is this some sort of known problem?
Re: func_train vanishing, lol
Posted: Tue Feb 03, 2009 5:16 am
by obsidian
Did you set an origin?
I don't think you're supposed to name the func_train anything, it needs to target t2.
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).
-------- KEYS --------
speed : speed of displacement of train (default 100 or overridden by speed value of path).
target : this points to the first path_corner of the path which is also the spawn location of the train's origin.
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).
light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
-------- Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity.
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
_castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
-------- Q3MAP2 TERRAIN KEYS --------
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface.
_layers;layers : Integer value is the number unique root shaders that will be use on the terrain.
_shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
-------- NOTES --------
1. Trains always start on in the game.
2. Trains do not damage the played when blocked.
3. Trains cannot emit sound.
4. Trains are not triggerable or toggle-able.
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
Re: func_train vanishing, lol
Posted: Tue Feb 03, 2009 6:08 am
by Bacon
Yeah Its like this:
Train has target: t2, and classname: func_train
Then I have 2 path_corners, targetname t2 and t3, t2 targets t3, and t3 targets t2, so they go back and forth, so the train should start at t2, go to t3, then repeat
Re: func_train vanishing, lol
Posted: Tue Feb 03, 2009 3:30 pm
by obsidian
obsidian wrote:Did you set an origin?
Also, see this.
http://bubba.planetquake.gamespy.com/train1.html
Re: func_train vanishing, lol
Posted: Tue Feb 03, 2009 7:56 pm
by Bacon
Thank you for that other guide, the part
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
In the original guide is confusing the shit out of me, thank you again for helping me

Re: func_train vanishing, lol
Posted: Tue Feb 03, 2009 10:39 pm
by Bacon
Wanting to keep this one topic again so I dont spam the forum with my stupid questions, but I have yet another one lol
Is it possible to "block" you from hearing sounds from a sound entity? Like say I have an outside, with raining sound, is it possible to use some sort of brush and cover doorways inside so its quieter or just not there at all? How about using rain as a global sound and the brushes say block it out? Am I getting ahead of the quake engine here? Thanks hahah
Re: func_train vanishing, lol
Posted: Wed Feb 04, 2009 2:20 am
by Hipshot
Ahead. But Maybe you can use a lot of small ones instead of a few larger... however, it's always with the stereo thingie...
Re: func_train vanishing, lol
Posted: Wed Feb 04, 2009 1:40 pm
by ^misantropia^
Global sounds are never attenuated but local sounds are. The latter are muted when the originating entity isn't in the PVS so maybe you could work something out with sliding doors.