Does Env_beam Work With Two Func_trains?
Yuniargo
Join Date: 2004-08-21 Member: 30764Members
<div class="IPBDescription">It seems very buggy to me ....</div> Hi, I'm trying to create this effect:
func_beam targetted at two func_trains
The thing is it works <b>half</b> the time. If I type "map (mapname)" then it works. If I type "map (mapname)" again it doesn't work. If I type it again, it works. It's like it only works every other map load and it's very frustrating.
Has anyone played with this and know what could be going on?
I've tried it with and without origin brushes in the func_train entities.
By the way, this looks extremely cool with the "Ring" flag checked in the env_beam.
Repro:
1. Create a brush standard wall texture.
2. Create a brush inside that with the "Origin" texture.
2. Convert brush to func_train entity.
3. Name the func_train "Point1".
4. Copy the func_train and name the new entity "Point2".
5. Make several path_corners around the map.
6. Set up the path_corners so they go in order, and the last path_corner should target the first path_corner.
7. Make each func_train point at a different starting path_corner.
8. Create a trigger_auto and have it target "Point1".
9. Create another trigger_auto and have it target "Point2". (You can do the last two steps from 1 trigger_auto and a multi_manager if you want)
10. Create a env_beam.
11. Have the Start Entity be "Point1" and the Ending Entity be "Point2" on the env_beam.
12. Set the Life to 0 (infinite) on the env_beam.
13. Check the "Start On" flag on the env_beam.
Compile and test. Did you get the same results as me, or does the beam travel between the two moving func_trains correctly after map load, then reloading the map?
func_beam targetted at two func_trains
The thing is it works <b>half</b> the time. If I type "map (mapname)" then it works. If I type "map (mapname)" again it doesn't work. If I type it again, it works. It's like it only works every other map load and it's very frustrating.
Has anyone played with this and know what could be going on?
I've tried it with and without origin brushes in the func_train entities.
By the way, this looks extremely cool with the "Ring" flag checked in the env_beam.
Repro:
1. Create a brush standard wall texture.
2. Create a brush inside that with the "Origin" texture.
2. Convert brush to func_train entity.
3. Name the func_train "Point1".
4. Copy the func_train and name the new entity "Point2".
5. Make several path_corners around the map.
6. Set up the path_corners so they go in order, and the last path_corner should target the first path_corner.
7. Make each func_train point at a different starting path_corner.
8. Create a trigger_auto and have it target "Point1".
9. Create another trigger_auto and have it target "Point2". (You can do the last two steps from 1 trigger_auto and a multi_manager if you want)
10. Create a env_beam.
11. Have the Start Entity be "Point1" and the Ending Entity be "Point2" on the env_beam.
12. Set the Life to 0 (infinite) on the env_beam.
13. Check the "Start On" flag on the env_beam.
Compile and test. Did you get the same results as me, or does the beam travel between the two moving func_trains correctly after map load, then reloading the map?
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