if you compare it to A1 there is a lot more cover now.Did much change in the layout? I found the huge sight line in the middle of the map to be super big, boring, and not fun to play on.
Aw man all those crashes. Gues we'll have to take a look at it again.Just so you know, we were imping this map earlier and someways into it a third of the players crashed to desktop. Also, some of the custom content hadn't been packed.
Nope, I still got stuck in the cart. Also, when you stand on top of it and the cart turns around a corner you are also being turned.-fixed players from getting stuck inside of the cart, Special thanks goes to @DrLambda.
the hud can't be displayed because it will be ctf because of the item_teamflags. and why you can get stuck inside of the cart. I have honestly nooo idea.Nope, I still got stuck in the cart. Also, when you stand on top of it and the cart turns around a corner you are also being turned.
Also, there isn't any progress bar on the HUD making it virtually impossible to know where each cart it.
Right now the carts are treated just as moving props, not an actual payload. Putting in a team_train_watcher entity (or since you have two carts a tf_logic_multiple_escort makes the game treat the carts as actual payloads and for some reason improves the collision a whole lot. And it'll give you a HUD.the hud can't be displayed because it will be ctf because of the item_teamflags. and why you can get stuck inside of the cart. I have honestly nooo idea.
And what if i tell you those entities are already in the map.Right now the carts are treated just as moving props, not an actual payload. Putting in a team_train_watcher entity (or since you have two carts a tf_logic_multiple_escort makes the game treat the carts as actual payloads and for some reason improves the collision a whole lot. And it'll give you a HUD.
That would be amazing if it is posible. than the hud should be normal too. I think.Isn't there a way to override the CTF logic with the PLR logic? I seem to remember @YM did something similar with arena_sacrifice, where the CTF logic was overriding the Arena logic so he did something fancy to stop that from happening. I can't remember off the top of my head though.
yea it's already fixed for a5.ctf logic seems to take precedence, if you make all the flags templates by using point_template and spawn them 1 second after the level loads, it'll go with the other type of HUD and the ctf junk won't appear