Train System
Version 2.0 released!
This system is essentially something that I created for a project of my own but that I felt I should share with everyone. The idea is to keep the "Train System" updated with whatever additions I come up with for my own map.
The current version is a vast improvement from the system shown in the video. Changes since the video include:
- (1) Fully multi-instanced (capable of supporting multiple train carts, uncapped within reason).
- (2) 8 new track pieces (the slow bend turns).
- (3) Smoother and more streamlined turn functions (now coded in Galaxy).
- (4) An adjustable speed parameter.
Possible ideas for future versions include:
- (1) Obstacles - flying units across the track, projectiles, and
- (2) Weapons to remove said obstacles.
- (3) Special switches or track pieces to affect the train's speed in avoiding said obstacles.
- (4) Sound(?)
I've already included this in the map documentation and license, and for most people on this site it's a given, but, please credit The Hegemuffin if you release a map that uses this system. You are more than welcome to use or modify the system so long as you give credit where credit is due, (and I'd appreciate if you'd let me know as well, just so that I can see what people are doing with it).
Any feedback, suggestions, questions, or bug reports are welcomed (especially regarding the documentation, which may contain missing steps or annotations on how to implement the train. I recognize that many of you would be comfortable with my triggers regardless of any documentation, and probably capable of making something much better, but I wanted to create something that would be accessible even to someone unfamiliar with the Trigger Editor, let alone with Galaxy).
yay trains
Can you add a "Unit Transport" feature to this?. this looks amazing by the way.
Sad to see this isn't updated. VERY cool. You should make games for others to play. Looks like you're good at it.
I downloaded the map on this page and it was nothing like the video no switches and the monorail was invisable probably an issue with the priority of the liberty campaign it should be at top
I'm working on a train system within a map I'm working on, the FF project with Team Pandora. I was just wondering if you knew how to change doodads so that one end could be higher than the other, in this case, having the track tilted so that they could adjust to terrain height changes.
ok, thx. That seems to be a lot of work then.
It's true, I don't believe that you can mess with Doodads via GUI. There may well be a way using Galaxy scripts, though, as often the lower level language will have native functions that accept a wider array of types as parameters (I haven't really explored Galaxy yet, though).
Anyway, for this map I just worked around that issue by creating custom Unit Actors for the track pieces that use the same Models as the monorail Doodads. From there it's pretty easy to make them unselectable / untargetable / uncommandable in the Unit fields - I forget which combination exactly - and you can also remove health bars via GUI. For a closer look just open the map.
nice work. How do you control the Doodads? I cannot figure out how to hide, move, create, or kill a particular Doodad via script.
There's an awesome map for WC3 that does something like that - lets you build your own coaster. Unfortunately I don't really know enough about coaster physics to do it justice, nor is there really an appropriate model for a coaster track in SC2 (the monorail one has the annoying supports underneath that you can't get rid of). If you wanted just to put a camera on the front of this one, though, you could probably do it in about 2 minutes. :)
put a camera on the front of the train and make a haunted house or disneyland kind of ride
Hey that looks pretty imba! Nice project man :)
Mm, ya, you have to open it in the editor. The puzzle in the video is just an example but I wanted to leave it as an open system with which people could experiment. It's really easy to make your own, though, once you do open it in the editor.
cool idea- however when I tried it all I got was some track with 5 switches- maybe because im not using the editor or something.