[Prefab] Bumper Karts

ThiqzMod

L1: Registered
Jul 29, 2013
7
8
Made a test map for bumper karts it has:

All Models
All Sounds
Spells (Normal and Rare)
Working HUD (Halloween HUD for Spells)
Automatically activates Halloween Mode (Unplayable without)
Speed pads
Minigame Entities (Minigame activation and Minigame Entities, Such as Ducks)

DOWNLOAD V2.1

Have fun, if you encounter any bugs just post something here!

When you use this be sure to give me credit.
 
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Light08

L1: Registered
Jun 25, 2012
19
1
"All Sounds"

I don't get what you mean by that.
From looking inside your map and testing it ingame, you didn't pre-cache the sounds, which results in errors like these:

SV_StartSound: )weapons/bumper_car_jump.wav not precached (0)
SV_StartSound: )weapons/bumper_car_jump_land.wav not precached (0)
SV_StartSound: weapons/bumper_car_hit3.wav not precached (0)
SV_StartSound: )weapons/bumper_car_jump_land.wav not precached (0)
SV_StartSound: weapons/bumper_car_hit3.wav not precached (0)
SV_StartSound: )weapons/bumper_car_speed_boost_start.wav not precached (0)
SV_StartSound: )weapons/bumper_car_speed_boost_stop.wav not precached (0)
SV_StartSound: weapons/bumper_car_hit7.wav not precached (0)
SV_StartSound: )weapons/bumper_car_jump_land.wav not precached (0)

You'll need to add multiple "ambient_generic" which contain these sound files in order to also HEAR the sounds ingame. Otherwise you only hear the idle-noise & driving-noise that the bumpers do.

Also, you added both bumper cars model. I'm not clearly sure about that, but from what I've seen the "nolights" version isn't necessary for pre-caching, since it's unused(?).

And for more complex techniques:
Valve added new entities into the game, containing "tf_halloween_minigame" and "tf_logic_minigames".
tf_logic_minigames is used to "TeleportTo(Random)Minigame" after every round on doomsday_event to enter the hell minigames, while tf_halloween_minigame controls the single minigames, such as adding new hud & scorepoints to win them. You might include them in your prefab aswell.

Otherwise, usable prefab for everyone who wants to use these karts in their own maps. :)
 
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ThiqzMod

L1: Registered
Jul 29, 2013
7
8
"All Sounds"

I don't get what you mean by that.
From looking inside your map and testing it in game, you didn't pre-cache the sounds, which results in errors like this:



You'll need to add multiple "ambient_generic" which contain these sound files in order to also HEAR the sounds in game. Otherwise you just hear the idle-noise that the bumpers do.

Strange, I thought I did add those, maybe i accidentally got the old version, let me see.

EDIT: Alright, I added the sounds, I also added 4 new entities (tf_minigames and the duck), I didn't remove any bumper cars just to be sure, even if not needed it won't do any harm :p

EDIT2: I can't get the sounds to work, I added you so we can talk a bit easier.
 
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Tumby

aa
May 12, 2013
1,084
1,192
The minigame entities replace the method of applying a condition to players. It also turns you into a ghost when you die. Using minigames is also the only reason to precache the cage model.
The sound precaching can be done better and with less entities by using the entry names found in the soundscript files.

Example prefab using the minigame method and the better sound precaching:
https://www.dropbox.com/s/kw63j7khly9td9d/bc_prefab_minigames.vmf.bz2?dl=0
 

Light08

L1: Registered
Jun 25, 2012
19
1
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Light08

L1: Registered
Jun 25, 2012
19
1
I apparently borked it by using Ctrl+Enter in the comments. It's fixed now.

For some reason I still can't unrar it. :glare:

Edit: Nevermind, I got the file through another way.
 
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Barracuda

L1: Registered
Sep 24, 2009
41
37
The minigame entities replace the method of applying a condition to players. It also turns you into a ghost when you die. Using minigames is also the only reason to precache the cage model.
The sound precaching can be done better and with less entities by using the entry names found in the soundscript files.

Example prefab using the minigame method and the better sound precaching:
https://www.dropbox.com/s/kw63j7khly9td9d/bc_prefab_minigames.vmf.bz2?dl=0

The only problem is that the ghosts can't be revived with bumps like in sd_doomsday_event. That feature is apparently hard-coded to the map name. If the official map is renamed, the bumper kart assets suddenly need to be precached manually and the ghosts can't be revived anymore.
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
Pacific pack + This = Someone do it please
 

Light08

L1: Registered
Jun 25, 2012
19
1
If the official map is renamed, the bumper kart assets suddenly need to be precached manually and the ghosts can't be revived anymore.

Would there be a way to make ghost be able to get revived or is there no hope for it? :confused:
 
Nov 2, 2010
355
1,048
In a kart, normal and rare spellbooks give the same spells, don't they?

They give the same spells but there is a difference. Driving over a normal spellbook when you already have a spell does nothing, but driving over a rare one will roll you a new spell, irrelevant of whether or not you have one already.

Yes, they only give Uber, Parachute Jump and fists. Maybe one more I'm forgetting.

There's also the Bombinomicon spell.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,024
1,951
Sorry for the necro, but I used Tumbolisu's prefab and everything worked perfectly except that I can't have it activate after a round win- I have a PLR map set up and I set "Prevent team from winning" to "Both" and a round_timer entity triggering the minigame_logic OnFinished. Instead, once the final cap is taken, it just doesn't do anything. No one wins and no minigame starts. If I leave the "Prevent team from winning" to "none" the game wins normally with no minigame, and if I have "OnFinished" to anything else it does the minigame instead.

Does anybody know a solution?
 
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Professor Heavy

L1: Registered
Apr 29, 2017
8
11
Sorry for the necro, but I used Tumbolisu's prefab and everything worked perfectly except that I can't have it activate after a round win- I have a PLR map set up and I set "Prevent team from winning" to "Both" and a round_timer entity triggering the minigame_logic OnFinished. Instead, once the final cap is taken, it just doesn't do anything. No one wins and no minigame starts. If I leave the "Prevent team from winning" to "none" the game wins normally with no minigame, and if I have "OnFinished" to anything else it does the minigame instead.

Does anybody know a solution?

(First post on here, whee.)

In advance, sorry for the potentially useless necro. I experimented with both of the tf_logic_minigames and tf_halloween_minigame point entities, but I can't find any way to use it outside of doomsday_event. I'm not sure if anyone else managed to get something out of these entities, but I certainly cannot. It's very possible that they're locked to only work in the Carnival's conditions.

I'm a beginner to Hammer map making, but one thing I noticed is that changing the map file name caused a crash during the minigame teleport, along a few other map glitches. Not sure if problems are caused by file name changes, but still. I don't think there's any easy way to get the minigames to work.
 

Diva Dan

hello!
aa
Mar 20, 2016
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I experimented with both of the tf_logic_minigames and tf_halloween_minigame point entities, but I can't find any way to use it outside of doomsday_event. I'm not sure if anyone else managed to get something out of these entities, but I certainly cannot. It's very possible that they're locked to only work in the Carnival's conditions.

I was able to make the elimination minigame work on my own map, Here's the VMF to the map I made during the last jam! However, it's just timed to a timer after the round begins and not after an objective is won.
 

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Professor Heavy

L1: Registered
Apr 29, 2017
8
11
I was able to make the elimination minigame work on my own map, Here's the VMF to the map I made during the last jam! However, it's just timed to a timer after the round begins and not after an objective is won.
impressive! Elimination seems to be one that actually works. I only tried to test Duck Collecting BONUSDUCKS with no luck. If only the minigame entities weren't so irksome, they could have a few interesting uses.

Edit: Well, turns out they're easier to work with than I thought. Although the obligatory shake and fade-to-white can be really annoying. And I keep getting a strange FOV glitch after the shake. Meh, I'll just fix this by doing what I usually do when something's broke in Hammer: pressing things until something works.

If I find anything else, I'll just leave them here. Like I said, this topic is interesting.
 

Diva Dan

hello!
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Mar 20, 2016
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Keep in mind that if a server switches map while someone is inside a bumper kart, that person will experience double-shooting and double-sounds, which is a client side glitch and persists until the game is restarted. Just a bit of wisdom I wish I knew before making that map :p