PLR Circuit Logic v2
For all your circular Payload Race needs!
Here's the basic gametype logic for my "Payload Circuit" map that I did for April Fools day back in 2015. It was originally intended to be a joke, but it actually played quite well, and several people asked how I did it.
Originally posted a few days after the April Fools event in 2015, this new prefab has been updated for 2018 with several improvements over the old template.
Both teams must push their cart into the rear end of the other team's cart. An explosion and silly physics ensue.
If you want to try it out, check out plr_orbit!
Logic originally based off of the single stage PLR entity setup from A Boojum Snark's gametype library, and the overtime system is based off of the one from plr_nightfall.
Known issues:
Originally posted a few days after the April Fools event in 2015, this new prefab has been updated for 2018 with several improvements over the old template.
Both teams must push their cart into the rear end of the other team's cart. An explosion and silly physics ensue.
If you want to try it out, check out plr_orbit!
Logic originally based off of the single stage PLR entity setup from A Boojum Snark's gametype library, and the overtime system is based off of the one from plr_nightfall.
Known issues:
- Overtime won't activate unless at least one cart has moved past the first path_track
- Warning sounds and announcer lines play when a cart reaches the end of the track on the HUD
- Rollback zones DO NOT WORK. They cause... issues. Rollforwards zones are fine.