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You (quickly) connect a pair of path_corners by selecting one and then the destination path_corner, and pressing ctrl+K (I think). The slow(er) way would be to see the "targetname" attribute of the second path_corner and to paste this value as the "target" attribute in the destination path_corner. (Note that this way, Radiant does not automatically add targetnames, meaning you will have to add your own names that can describe the movement path of the series of path_corners.)
Basically, to make moving parts: You first select the brushes you want to move and create a func_train entity. This will make the brushes appear blue in outline in the gridmap (whatever it is called). Then you create the path_corners. Create a series of them (two - infinity, in this case) following the movement path you want. The distance traveled by the brushes depends on the distance between the path_corners. Note that you do not have to place the first path_corner in the center of the brushes; it can go anywhere, since you can still have the same distance and direction between the first and second path_corner. At any point in time, select one or more of the brushes in the func_train entity and then the first path_corner of your movement path. Then press ctrl+K to connect them. (Of course, you could also connect them using the "slower" way.)
For more information, go to ( https://github.com/Neverball/neverball- … ath_corner ).
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i think you have to make the linking info_camp and path_corner entities have the same "state" property, but you could experiment with doing the opposite of this