im trying to make a moving platform in my map and on this site it says to use funk_train and its not in there did thay change where it is b/c its a newer version. some one plz help
funk_train
thats a funky train u got there
maybe it has something to do with he fact there is no such think as funk_train, probably train_corner or script_mover, link the tutorial u used and we will see
what in bloody hell is a func_train?
gimme the tutorial and ill see whats wrong, might not be an ET tut or something, cos there isnt a func_train
the func_train is still part of et, but was not included in the definition file.
here is the def if you want to use the fun_train
/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
A train is a mover that moves between path_corner target points.
Trains MUST HAVE AN ORIGIN BRUSH.
The train spawns at the first target it is pointing at.
"model2" .md3 model to also draw
"speed" default 100
"dmg" default 2
"noise" looping sound to play when the train is in motion
"target" next path corner
"color" constantLight color
"light" constantLight radius
*/
just open your .def file and add this at the bottom and your ready to go.
i downloaded the .def file eric made when we has looking for new entities and i dont have this :S
yes, like i mentioned it was not included in the et def file. just cut and paste it at the end of your .def file and it will work proper.
with a little investigation you can find all kinds of wierd things in the et source.
for example there was meant to be an aa gun for single player mode i suspect, but there is no model or sounds included with et, and no def. but you can see what it fires like if you add this def to your def file also.
/*QUAKED misc_aagun (1 0 0) (-32 -32 0) (64 32 56)
harc = fixed full 360?
varc = fixed 0-45 up?
*/
it wont show up in game obviously as it has no model to reference, so i would add a small brush just to show where it’s located. but it can be activated, and when you fire it ( like a mounted gun ) it has bullet tracers and explosive clouds.
of course, this is an example of what you can find in the source and you shouldnt use it since it has no support files to use with it. but its cool to check out.
the .def file is just a text file with a list of all the definitions for entity’s that radiant can use when your map editing.
quite a few of the entity’s from the quake3 engine were obviously removed for et since they had no use in the game. but some do exist but were never added to the entities.def file included with the et radiant. and quite a few from rtcw were not added also that still exist ( the ones you can get from erikftn’s site )
if you open a text editor and cut and paste that func_train into it, and save it as say func_train.def in your scripts folder and restart radiant you should now have the func_train entity to play with.
make shure the extension is .def and not .txt.
here is a link to a func_train tutorial.
http://www.planetquake.com/qworkshop3/tutorials/train/index.html
look in your folder called scripts, there should be a file with the extension .def
when you edit with radiant, can you add any entity’s at all?? info_player_deathmath… target_speakers… anything???
ok, if u can add entities in your map, then that .def file has to be in your scripts folder somwwhere… there are a lot of files in that folder, mostly .shader files, but that .def has to be there someplace.
ok and how do you add a custom texture to your map. b/c i have one but i cant get it to go into the game
dude the .def file IS in the scripts folder
BTW add a custom texture by putting it in \etmain extures\your_texture_folder_name\
there is no file that says textures does it go in scripts. and i still cant find the .def file what does it look like
