Complicated trains
Complicated trains
How many path_ut_stops am I allowed to use? And does path_corner have a purpose? I am building a test to see how complicated a func_ut_train's path can be. I am having it roll over, pitch up and down, and turn left and right as it goes along. I hope it works.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
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LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
Re: Complicated trains
I've used 11 stops so far, works fine - no idea what the limit is.
If they implemented it like I'd do there would be no limit other than the general entity limit though
(It should be using a single side linked list)
If they implemented it like I'd do there would be no limit other than the general entity limit though
(It should be using a single side linked list)
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Re: Complicated trains
Rylius wrote:I've used 11 stops so far, works fine - no idea what the limit is.
If they implemented it like I'd do there would be no limit other than the general entity limit though
(It should be using a single side linked list)
I'm guessing the limit is 255. My test will probably get to about 100.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
Re: Complicated trains
U Crazy 

[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Re: Complicated trains
I have a feeling that the rotations are going to be a pain (I hate roll/pitch/yaw, why can't we use quaternions?!), but I won't know until I get all the control points arranged.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem
Re: Complicated trains
For this question, ask vulture|xp. He did some REALLY complex trains but he generated them using code, not radiant. anyway he would be a good person to ask.
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- johnnyenglish
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Re: Complicated trains
KroniK wrote:he generated them using code, not radiant.
Genius!!!! I wish I thought of that.
Re: Complicated trains
its pretty epic... he has a sprite of a mario ghost that actually follows you around and tries to mess you up... he said he made it using trains
"I still miss my ex girlfriend, but my aim is improving."