Payload Cart Teleportation

Discussion in 'Tutorials & Resources' started by spekkio, Feb 22, 2012.

  1. spekkio

    spekkio L1: Registered

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    [TUTORIAL] Payload Cart Teleportation

    Hello TF2Maps.net Community! This is my first thread, and I'm excited to be working with you all. I've found the resources on this website very helpful, and now I'm giving back to the community!

    In this tutorial, I'm going to demonstrate how to teleport the payload cart simply and effectively from one path_track to another. The destination can simply be another path_track, or a capture zone associated path_track. Exciting stuff right? Let's get started!

    First, I'm assuming that you have all your payload and path_track entities in place (I used ABS's default sspl setup), with a straight connection between the sending teleporter path_track (let's call it TP_SEND) and the receiving teleporter path_track (let's call it TP_RECEIVE).

    So you'll have two important path_track entities: TP_SEND -> TP_RECEIVE. Once this is in place, it's a simple matter of editing these two path_track entities' outputs.

    Set the outputs of the TP_SEND like so:

    [​IMG]

    These outputs will disable the player's ability to push the cart forward once it reaches the teleportation platform. Then, on a 3 second delay, the payload cart will be teleported to the next path_track (rename yours accordingly of course). ​

    Set the outputs of the TP_RECEIVE like so:

    [​IMG]

    These outputs are consistent with the outputs of a path_track linked with a capture point (as found in ABS's payload setup). These are the important changes to note:

    Each default output has been changed to "OnTeleport" instead of "OnPass".

    The sspl_pushzone is re-enabled .01 seconds after reaching the receive point. (This delay might not be necessary, but it can be adjusted based on whatever delay you want before blu players can continue pushing the cart)

    The previous path_track is disabled, so that the cart doesn't start sliding backwards through the air. (A basic feature of a checkpoint associated path_track, but must be added if you want the cart to teleport to a point that isn't a capture point.)​

    So there you have it! Simple right? This is just the very basic functionality. For my map I plan on adding VFX and SoundFX to make the teleportation more believable. Please feel free to post any questions below and I will try to answer them to the best of my ability.
     
    Last edited: Feb 22, 2012
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I just thought I would mention the simple function of teleporting is much easier. Go to the flags tab on the path_track and mark the teleport one. But I'm glad you figured out the other way to do it, and if you are going to have it delayed with effects then your I/O method is probably more useful. :)
     
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  3. spekkio

    spekkio L1: Registered

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    That's the idea! I wanted something more controllable and manipulable, so this is the set-up I devised for that.
     
  4. Miauw62

    Miauw62 L1: Registered

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    Neat trick!
    This would make it possible to have something like, blu has to defend a cart while a teleporter device activates so the cart can pass on thingy.
    Could be fun, not sure.
    But im just a beginning mapper, so dont take this opinion too seriously.