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flying..?


Ockniel

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Do you mean the ffa_coruscant level by Krattle? Since scripting doesn't work in JO mp I think he used func_trains. You should know how to do trains if not there's some tutorials out there.

 

In the func_train entity window enter these values:

 

key-- model2

value-- path to model

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ns_streets is the name of that map Im pretty sure, but ya know, when you look up the little speeder things are going bye, I hope you know what Im talking about, so how do I make a model move around? can anyone give me a link to that func_train thing?

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Yes, just set the model2 key to a valid model path.

 

BTW Just curious but are you actually waiting for a reply of "Yes"? If so why not just go try ideas before posting? I'm saying this because sometimes I wonder how long people sit around to wait for an answer when they could go test their theories so much faster.

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Actually wade, I posted that and then it hit me that I could just test it,so I tried, and maybe I didn't get the right path because it looked like the little thing at the middle of a model when you put one in your map (ie: no model just a little wireframe box thing, I think its the thing that marks the center of the model).

 

maybe you can help, is the path for the twinpod model: "models/map_objects/bespin/twinpodcc"?

 

cause I have my brush like this

 

-------------------------------------

classname - func_plat

 

model2 - models/map_objects/bespin/twinpodcc

 

angle - 360

 

target - t1

-------------------------------------

 

whats wrong with it?

 

:edit: sorry, thats func_train not func_plat

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ok, I got the thing to work in the test level I made, but when I copy it into my level and add a "loop" to it, it doesnt work. The ship appears but glitches out and doesn't move.

 

heres what my layout is like.

Ockniel-problem.JPG

those are all path_corner's except the selected pieces.

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