Not sure about this...

Vangald

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I haven't done alot of mapping. Just some basics low detail ones. I have an idea that involves moving large block rooms around from a console somewhere in a given map. Anyone know how I could do this? Is there a form of geometry that will allow for different blocks to be shuffled around with little effect to the players (being pushed around or being jared etc.).
 
I suppose anything is possible, best thing to do is just start messing with the entities, I guess maybe you could do something with func_train..



you really wont know until you do some prototyping
 
Shinobi's right. Start small and try it with simple small cube shapes just to get the basic movement configuarion how you want it. Then try with hollowed-out boxes with NPCs inside (using noclip to track their progress), then you can try the same with human players and props. Just don't try to do everything at once.
 
In addition you'll need to use path_corners in conjunction with your func_trains.

Both have pages on Valve's developer wiki.
 
You could also make blocks and then make them func_doors and allow them to move left or right instead of up or down.

You can do many things with the func_door ent that does not involve it actually being a door. I made up an elevator out of many brushes and put them together as a func_door and had them move as one piece up and down. It worked very nicely. You do not always need to have things travel on path tracks if it's not needed.
 
No, but if it is needed to move in more than one direction a func_train will be needed.
 
See thats the thing. If I have say 10 rooms I will need on room to be able to move to the position that any of the current 10 rooms currently occupy and they will need to be able to do the same ( with the exception maybe being the center room.
 
Trains it is then.... And a lot of entities i guess....

You could make each room a train and then give the train an input which would look something like "SetNextPathTrack - NE" & "StartForward". Train will now move to the path_track named NE. However, trains are a bit messy and they dont take any note of anything, so basically if the train happens to be on one side of a room that the player is in and NE is at the other side, the train will then come through the wall, crush the player and then move on to NE.

Oh... And VIS might turn out quite horrible on a map like this...
 
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