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Using funk_train Difficulty: Beginner |
| Category: CS > Mapping | Author(s): |

funk_train
the basics
Introduction
Funk_train is a very useful entity, and it can add allot of use and fun to your maps.
Despite its name, it is not just for trains, it is used for many things, such as elevators.
There are endless possibilities for this entity, all you need to know is how to use it.
this tutorial is only designed to teach you how to use the entities involved.
To start you off, we will make a very simple platform that takes you from point A to point B.
keep in mind, the sizes and textures that you use in this tutorial are up to you,
this tutorial is only designed to teach you how to use the entities involved.
First off, make a brush big enough to stand on, this will be your "train"
tile this brush to the funk_train entity.
Make sure the brush is in a position where the player can get on top (or in) it.
Now that you have the funk_train you need to tell it where to go. that’s where the path_corner
entity comes in handy, this entity was designed just to tell the funk_train where to go,
make a path_corner entity and place it in the very center of the brush you just made.
path_corners need to be in the exact center of where your "train" is/will be.
Setting the entity variables
FUNK_TRAIN variables
1) name: you have to name your train if you want it to be triggered by anything, such as a button or an explosion.
2) render (fx/mode): just what they do with everything else, set Alfa and what not. (don’t have to change)
3) don’t worry about light flags right now (don’t have to change)
4) first stop target: the name of the path_corner that your "train" will go to and stop at first.
5) (move/stop) sound: the sound your "train" will make (don’t have to change)
6) speed: self explanatory, sets the speed of your "train" default speed usually works the best. (don’t have to change)
7) damage on crush: the amount of damage that will be dealt to the unlucky player that gets in the way of your "train"
(cannot heal players) (don’t have to change)
8) dont worry about contents (don’t have to change)
9) sound volume: if you set a start/stop sound, this (obviously) controls the volume of your "train" (dont have to change)
10) don’t worry about the light level.
FUNK_TRAIN flag variables
1) not solid: to make your train into water, say you want a rising pool of water, well hear you go.
PATH_CORNER variables
1) name: the name of the path_corner
2) pith/yaw/roll: this controls how your "train" will be turned at the path_corner
leave this blank and the position of your "train" will not change
3) next stop on target: the name of the next path_corner your "train" will go to.
4) wait hear: the number of seconds your train will stay at the current path_corner
until it can be triggered again, or until it will move on.
5) new train speed: the new speed of your train.
6) new train rot. speed: the new speed your train will rotate at.
(default train rot. speed is the speed you set your train to run at in the first place)
PATH_CORNER flag variables
1) wait for re-trigger: this tells your train if you want it to wait until you trigger it for it to move on.
if you leave this box blank, the "train" will move on automatically.
2) Teleport: this tells your train to teleport to the next path_corner (or not)
Back to the map
now all you have to do is set the Funk_train entity up, and get another path_corner
for your train to go to.
look at this set up, and think about what each entity is telling the other to do.
(you should use this setup in the map your making now)
FUNK_TRAIN variables
1) name: "train"
4) first stop target: "stop1"
(that’s right, I only set two variables, because that’s all i need. this isn’t that hard)
PATH_CORNER (1) variables
1) name: "stop1"
3) next stop on target: "stop2"
4) wait here: "1.5"
(again only 3 variables, because that’s all I need)
PATH_CORNER (2) variables
1) name: "stop2"
3) next stop on target: "stop1"
4) wait here: "1.5"
what it does
1) the train (named 'train') will travel to the path_corner called 'stop1' and wait there for one and one half seconds.
2) the train will then travel to the path_corner called 'stop2' and wait there for one and one half seconds.
3) (go to step one)
and that’s how simple and useful the Funk_train can be.
Notes
-- path_corners need to be in the exact center of where your "train" is/will be. if you ever have a problem of your "train"
being off a few units, it is most likely because you didn’t place the path_cornet in the exact center.
-- you can see how every variable i talked about is used in my aim map. (for reference)
-- My aim map (it has ALOT of Funk_trains) link
www.fpsbanana.com/?section=viewitem.maps.maps.main.9358
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| Added: 3 years ago | Tags: using, funk, train |
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