So if you copy the data related to the train (carts, objective zones, destination etc) you can make a functioning escort mission on any map. Or i thought you could…
First of all the capzone that generates around the train is dependant on the destination:
(which is at the end of the floating railway)
The destination entity is on the same Y level (almost) as the train but still, the train will go downwards for some reason:
The markers generated by the objective entities (not in the video i deleted them) are all spawned on the ground, this suggest that the destination entity might have the same problem.
Maybe someone knows more about how to make these properly?
EDIT 1: It seems like Seelow heights map has some kind of hardcoded track the train can move on, it can climb hills, looks like it will only move on pre-coded track only…
This is awesome. You can determine the speed of the train by the number of checkpoints:
In this case i have 3 points (Seelow heighs have 1100). First i thought it was glitching out, but it was just too fast (its still glitching in an other way though)
EDIT: Speed is not determined by the number of railroad checkpoints. Doesn’t work on seelow heights
The train will follow coordinates. On seelow heights its only moving on the X axis (and very slightly on the Y). It’s possible to make loops or turns, but it will look dumb as the train will not rotate.
The location of the train has no relation to the location of the entity. It is related to a series of coordinate point settings in this entity template
It’s still can use only one axis? Or maybe can a bit turn left/right (but capture zone isn’t)? I just looking to coordinates and see that X, Z and Y. And X and Y are different…
Or here is normal coordinates…? Ugh… Enlisted sometimes confuse me because I know that Transform property is X,Z,Y. Not like default X,Y,Z.
Oh. I found answer here. Sorry for ping.