Train Theory

Author Topic: Train Theory  (Read 8928 times)

After really knowing what Torque is capable of I thought of a way that a sort of train could be possible. First off I think this is possible but may lag or have other problems, also it wouldn't be spawn-able or build-able. I got the idea from watching the ai running on a path on the torque demo, so I thought what if we mount players to a bot that would follow an ai path, then try to make the ai run around a path in the mission editor then stop at certain spots for a certain time. The remade ai model would be a type of train/tram with mount points as seats. I want to try doing some small scale tests but really don't have the knowledge to do so, just have a basic aipath with the ai itself mountable. It could end up just being level feature that maps have to include.

Tell me what you think?

It could work like MrPickle's patrol bots,
The owner could set a path for the train (Like in patrol bots)
To stop and run the train, the owner types /Train run to run, and /train stop to stop
And just give it a train model and we have a great train

Theres a problem with your commands, there can't be spaces. Do /Trainstop or /Trainrun

this would be very possible, but i don't think that the train would have fluid motions, look at that guided missile, that is pretty jumpy...

You people are always thinking with / commands, its quite annoying. Patrol bots, good idea but first need to make sure players can mount aiplayers like vehicles and then try to see if it works. As for train stopping it'd be a timer, I don't want to see/have to type a command every time I want a train to stop I'd like it to be on a timer like 3000 milsec's stop on path4.

How about a GUI that pops up when you get to a train station area?

Tri

Train is complete possible (A real functioning train) it just depends on how much scripting you know and how much you put into making the mod.
For motivation: think of how much people will like it.  (I don't care about the community so I don't have much motivation)

This theory is incredibly possible, and it wouldn't be jumpy either. Boats and guided missles using players are glitchy because you have to impulse them, this train would just be able to run from point to point. The only problem is it wouldn't rotate on the x or y axis (not tilt up or down), but that isn't a big deal. You could easily make the wheels turn as part as the walking animation. The last problem is that player bounding boxes don't rotate with the player, so collision would be a small problem but also negligible.

Yes thats why I thought it'd be some thing worth looking into. I knew doing it this way wouldn't allow the train to tilt but I only really wanted it to get from one town to another or a subway.

Hmmm...
If we would think this with patrol bot way,it could be so that you can set stoppping points (like normal points where they turn),or just place a brick that creates a turning/stop point,which could look like railway.
Anyway,has anyone something to sayt about connecting train cars to each other?I`d like to know about that,too.


If you could get this to work, it would be a good idea for ghost to add this to his San Andreas map.

@Packer     Good luck doing this, and i hope you get it to work out. I like the idea of this.

Tri

I like the idea of this.
Has been thought of before, he is just asking the public if it is possible.

Test with a basic train vehicle but make sure there isnt a driver mountpoint and set the train to be a patrol bot taht would follow your track.  Once you get the movement to work good, you can remodel the train to better fit animation.

I like the idea of this.
he is just asking the public if it is possible
]Never assume, ever.

Theres a problem with your commands, there can't be spaces. Do /Trainstop or /Trainrun
What are you on about? You're wasting datablocks here. Just stick with /train as a function then variable %a (/train %a) would decide on what action to take.