func_train tutorial on Hammer
func_train tutorial on Hammer
Do you guys know any func_train tutorial for Hammer and Quake 1?
This kind of sort of explains it:
http://www.quakewiki.net/archives/world ... html#jump5
You make turn a brush in a func_train entity and make some path_corner point entities.
There is this tutorial too:
http://www.bspquakeeditor.com/q1tutor/q_train.html
http://www.quakewiki.net/archives/world ... html#jump5
You make turn a brush in a func_train entity and make some path_corner point entities.
There is this tutorial too:
http://www.bspquakeeditor.com/q1tutor/q_train.html
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func_trains (for func_anything for that matter) should work the same in any editor - barring editor bugs, of course. Position your entities, set their properties, and away you go.
If you still want something specific to Hammer, but you can't find anything using Hammer, look for WorldCraft tutorials too. WorldCraft is what Hammer used to be called before Valve went all Half-Life on it's ass and it should be quite similar.
This link contains a few likely candidates. As does this one.
If you still want something specific to Hammer, but you can't find anything using Hammer, look for WorldCraft tutorials too. WorldCraft is what Hammer used to be called before Valve went all Half-Life on it's ass and it should be quite similar.
This link contains a few likely candidates. As does this one.
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func_train is basically a BSP model/brush that travels along a predefined path. If you want to make spikes or traps, I'd suggest you to use func_doors instead, just setting dmg to something different of 2 (the default value).JasonX wrote:Can i move things other than platforms? Such as huge blocks, etc? Also, for spikes on the floor that hurt the player, would func_train be the option?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Right, i see now that JasonX just wanted non-moving floor spikes, so the answer to that is:mh wrote:Unless you make it a trigger_hurt, of course. But yeah, just making a pointy spike on it's own is not enough.
yes, just build the spikes out of brushes and then put a trigger_hurt around them. The spikes could be part of the world, or a func_wall if you want.