The func_train entity probably isn't the most popular entity in Quake 3, so I doubt anyone can help me with this. But I have a problem with it. I build this relatively simple func_train setup that first moves upwards and then forwards which acts like a sort of moving platform. Halfway through the forward movement, at some seemingly arbitrary point, but the same point every time, I get stuck and the func_train won't continue moving. If I noclip away from the train and onto solid ground again, the movement is completely messed up. I'm moving really slow and it's all a bit shaky.
There aren't any brushes, patches or clips in the way that could cause my character to get stuck. Does anyone have any idea what could be causing this?
Problem with func_train
Re: Problem with func_train
Is there some kind of entity (weapon, ammo etc) close that could stop the train?
Re: Problem with func_train
Not that I'm aware of. There's nothing blocking the path. Also, if I noclip out of the train before it reaches that point, it simply continues on moving
Re: Problem with func_train
Odd. The player itself isn't getting snagged on anything or colliding with anything is he? A player standing on the train could prevent it from moving if the player is stuck.
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Re: Problem with func_train
^ this. also, what happens if you copy/paste the train entities into a new box map and compile/run that - does the same problem occur?
Re: Problem with func_train
Is a func_rotating close by? You could also try to move one of the horizontal path_corners 1u up or down that the train does have to move bit up or down. maybe this will fix it.
Re: Problem with func_train
Ok, this is interesting. There isn't a func_rotating close by, but that got me thinking, because there is another func_train close by which is moving as well. I removed this other func_train and now movement continues as it's supposed to go again.
Will investigate further.
edit:
moving the offending func_train further away from the clipping point doesn't seem to help (or change the point where it starts clipping at all). I've moved around the path_corners of the offending func_train and it only made the train I'm on clip earlier along its path. Out of pure frustration, I decided to remove the offending func_train altogether as it was really just a scenery thing with no real purpose other than to look cool. I'll have to think of something else cool looking now
Will investigate further.
edit:
moving the offending func_train further away from the clipping point doesn't seem to help (or change the point where it starts clipping at all). I've moved around the path_corners of the offending func_train and it only made the train I'm on clip earlier along its path. Out of pure frustration, I decided to remove the offending func_train altogether as it was really just a scenery thing with no real purpose other than to look cool. I'll have to think of something else cool looking now

Re: Problem with func_train
I thought you could only have one func_train per map, or is this something you've fixed in EntityPlus?
Re: Problem with func_train
Nope I haven't, but I wasn't aware that this would be a problem either...
Re: Problem with func_train
You can have several func_trains in your maps but there are player interference problems around certain func_rotatings and func_trains.
Eraser, you can check if the train also stops at that point if you move there via noclip. Like I had that problem with a func_rotating: I couldnt pass through the brushwork that was close to the rotating with noclip.
Eraser, you can check if the train also stops at that point if you move there via noclip. Like I had that problem with a func_rotating: I couldnt pass through the brushwork that was close to the rotating with noclip.
Re: Problem with func_train
Also blood (corpse) can block trains, easy way of fixing that is a big nodrop brush over the train area.