Attaching Entities
Shadowics
Join Date: 2002-11-07 Member: 7652Members
<div class="IPBDescription">Can it be done?</div> I've tried everything I can think of and no luck, here's the problem. I'm tried to have one entity modify another entity - i.e. mounting a func_door on a func_train. I would think that if a func_door entity was in the group with the func_train's poly the func_door would move along with the func_train. But it doesn't, the func_train moves and the func_door stays still. I've tried with door, platforms, wall, rotating... nothing works. Is there anyway to do something like this or is it impossible like movable light source?
Comments
Spirit of Half-Life added support for moving entities relative to each other, and it's been submitted in the webbed mapper request thread on this forum. The current NS codebase doesn't support it.
Depending on what effect you're trying to duplicate, you may be able to use a second func_train as your door, and give it extra path corners for when the door would be opening and closing.
EDIT: grammar.
Having a second func_train as the door is a good idea, and I would say it's probably do-able - I just need to figure out more about trains. Also, my friend told me about a parameter in the latest version of Quark - 'movewith' which seemed to 'stick' 2 entities together in NS. I'm going to look into that as soon as I get done downloading, if it doesn't work I probably will end up going with several trains.
Thanks for the help.
Thoose tricks are advanced mapping tutorials and rare. The valve collective site is full of them, just hard to find the correct search keywords.
But all theese tricks need a lot of extra entities.
You need about 20 entities to simulate a rotating doorknop ON a rotating door with glass - 10 entities to simulate a button that moves with a 2-level elevator.
Some mods have kind of "movewith" entities as long as they make sense for the mod - NS does not need them that urgent. NS does not even has working cameras. NS needs entities for buildings WAY more urgent.