You might try using the func_train entity (its a bit of a misnomer -- not necessarily a choo choo train):
"A func_train is a brush-based entity that you can get to move around in some interesting ways." http://ameba.lpt.fi/~koukka/Hammer/Tutoriaalit/Func_train.html (includes example map) More here: http://developer.valvesoftware.com/wiki/Func_train And check out this: http://developer.valvesoftware.com/wiki/Path_corner (path corners are for setting automatic pathways for NPCs but evidently they work for a func_train as well) Good luck on your project. Steve On Mon, Dec 8, 2008 at 2:31 PM, Andrew Jones <[EMAIL PROTECTED]> wrote: > I'm not in a position to test this out, but it seems promising. Do you > happen to know of somewhere I could look at a reference implementation that > shows how to start an entity moving along the track in code? > > On Mon, Dec 8, 2008 at 12:07 PM, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: > >> A func_brush is the proper entity to use, but instead of moving it upwards >> in your code, I think a better route is to set it on a path in Hammer and >> have it move upwards according to the track. Here's some info on how to get >> that going: >> >> http://developer.valvesoftware.com/wiki/Path_track >> >> -- >> Jorge "Vino" Rodriguez >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

