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moving platforms...

Posted: Tue Mar 15, 2011 9:36 pm
by Derr1
I have a small dilemma. I wish to make a moving platform (not an elevator like my post from awhile ago) that goes from point a to point b to point a to point b etc. The tutorials I found were kind of confusing, so I just need clarification about how to make a simple 2-point moving platform. I recall an origin texture in the middle of your moving platform, selecting the plat and the origin and assigning them to func_train, setting up "path_corners", and linking them all up, but I get the feeling that the origin and plat are supposed to be joined as one entity, but mine refused to, so, again, a simple explanation?

Re: moving platforms...

Posted: Wed Mar 16, 2011 4:01 am
by dONKEY
My site, click the tutorial button on the left. Look at the making a map series, last tutorial, number 9. Explanation and sample map.
Http://www.leveldk.co.uk

Re: moving platforms...

Posted: Wed Mar 16, 2011 3:18 pm
by Derr1
odd. I followed the tutorial as far as I can tell (still sketchy on the origin part), however my origin and moving platform STILL won't select as one entity, and I see no map linked to the tutorial map! Also, when I compiled, my platform disappeared. I made my path and linked them to each other so my plat can go back and forth and back and forth, however after linking my plat itself w/o origin, and then with origin, both times my platform vanished! Do you know of a map on your site that uses moving platforms that I can download and take a look at? I went to the "MAP-CENTER" link, however their domain appears to be for sale or bought out already, as it was a simple search engine. Please note that I am trying to map for Star Trek Voyager: Elite Force - Holomatch (such an old game, so why bother? I don't know, but I do bother).

Re: moving platforms...

Posted: Wed Mar 16, 2011 4:17 pm
by obsidian
When using GtkRadiant, selecting groups and brush entities requires a shortcut. Select one brush of the entity and hit CTRL+ALT+E.

A common mistake with func_plat is to forget to link the last path_corner with the first one. Also make sure that EF does in fact support func_plat, it may not be a viable entity for that game, I'm not sure.

Re: moving platforms...

Posted: Wed Mar 16, 2011 9:14 pm
by Derr1
I found out through testing that if I create a func_train then it will not appear in-game, so I guess it's incompatible. That still leaves the question of how to make a movable platform with others. I think I COULD use a func_door with a negative lip to make it go to the other side, however that makes a door opening/closing sound. Any ideas?

Re: moving platforms...

Posted: Thu Mar 17, 2011 12:53 am
by dONKEY
The only way to avoid the door sound without messing up everybody else's install by overwriting the sound file is to use the 'hack' used for making entities do stuff there were not intended for. If part of the group of brushes used to make the entity is a long way away from the rest of the map when the sound is triggered you want hear it in game.
Just a thought....does that game not have scripting? Could you not set a trigger to call a script?

Re: moving platforms...

Posted: Thu Mar 17, 2011 1:01 am
by obsidian
Derr1 wrote:I found out through testing that if I create a func_train then it will not appear in-game, so I guess it's incompatible.
Not necessarily, if the func_train isn't set up properly or if the origin moves it to somewhere outside of the map, it may also not appear in-game.

Give this a try (right-click, save-as - you may need to swap out textures for EF, careful not to change the origin texture):
http://robotrenegade.com/temp/functest.map

Re: moving platforms...

Posted: Thu Mar 17, 2011 2:51 am
by Derr1
YAAAAAAAAAAY! My platform works! I never did load that map (I don't know how to load via compiler process), but it did help. I noticed several references to "common/origin". I was using what a tutorial had told me to use, "system/origin". I looked under common and lo and behold, common/origin. Once I applied THAT to my origin entity, my func_train worked! It went back and forth and back and forth and back...anyway, one final, not major question. Is there a setting or command I can use on the func_train entity to make it slow down and/or stop temporarily to make transitions from plat to sidewalk easier? I noticed a "block_stop" box, but that seemed to have no effect whatsoever.

Re: moving platforms...

Posted: Thu Mar 17, 2011 5:32 am
by obsidian
All the info you need for setting speed etc. is right in the entity inspector.

Re: moving platforms...

Posted: Thu Mar 17, 2011 6:31 am
by Theftbot
In the path_corner there is a key for "corner delay" enter a delay time in seconds you want and it will use that time till it moves again.

Re: moving platforms...

Posted: Thu Mar 17, 2011 6:07 pm
by Bliccer
I don't know if this is too advanced or even impossible, but I guess he meant slowing down at one point and then starting to move again but not with a constant speed but with developing/decreasing speed.

Re: moving platforms...

Posted: Fri Mar 18, 2011 1:34 am
by Derr1
Precisely what Bliccer said, a plat that slows down near the sidewalks, speeds up until the middle, then slows down, speeds up, etc. I can however deal with just an abrupt stop and start using "wait", but now I have a new problem which I will post right after this :(

Re: moving platforms...

Posted: Fri Mar 18, 2011 4:53 am
by Theftbot
No such thing that I can think of(weird cause it is possible w/q2)