For payload veterans: How do I effectively use a divergent track path?

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Okay, within Path_track, I cleary understand that the points are supposed to align, but what if I wanted to have a low ground track with close bonus resources, with an opposite high ground track that is resource scarce, but defended easier. Mostly I figure I can accomplish this through a on [#player quota reached] take low ground (B track), {if} [#player quota] reached, it will take the standard path.

This is just a question on programming logic within hammer, I can work along side any help provided. I just want to make sure my precontext is sound enough to work. Thank you, that is all.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I agree with the thing in your avatar. I have no idea what you're doing.

bonus resources??
Player quota??

Anyway:
Branching path_tracks is pretty simple, just lay out the alternate path and have the node where it diverges specify the alternate path. Use EnableAlternatePath & DisablePath to switch to the alternate and DisableAlternatePath & EnablePath to switch back.
Hud is calculated when the map starts so it'll show whatever the default is and when the cart is on the alternate path it'll probably do something strange and unexpected, but hey, ho, such is life.
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
He probably means a path X with low ammo/health that can be hardly defended (tons of different corridors,shortcuts,paths,etc...) and a path Y with full ammo/health and with only 1 or 2 paths to defend.

But why would you do that? I mean YES,it's a really good idea that the cart takes different paths,but what determines the path that cart is going to take?

Time? Ammount of players on the cart? Players alive/dead?

I was actually thinking maybe use that idea (the cart taking different paths),but both parts being equal on defense and ammo/health. It would be hard for engineers who defend a point,and the cart actually goes the other way.

Or maybe even have 2 different final points for the cart,rather than one. Depending on the paths the cart took before... It could even change the original path and take the other one if the cart goes back to the last point (you know,when people don't push it for a minute or so...)

I'm not saying I'll use that idea RIGHT NOW (or anytime soon),but yeah. Sounds really promising and could change JUST a little bit the Payload concept. just a little bit.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
to answer both of you, in order.
Thanks YM, I was just curious what base inputs I needed.

and the switch would be # players on the cart. lets say if cart is at 4 people, it will be put down the short road, but very exposed and where all the resources is. If it less than 4 people, it will take a much longer road, with a lot of cover and the only real amount of health and ammo is the cart; that a good soldier could hop up and or a pyro could come around a corner and roast everyone.

So yea
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Thats a heavily flawed system. If the upper path is easier to defend then they will just let you push past it so you get into a harder situation. It also is flawed if the lower path is easier for the attackers they can ensure it goes that way by never letting the required number of people push near that area.

The only thing that works that doesnt require a side objective is if there are 2 carts and they can split up. People can freely choose which path they want to take. And regardless of good and bad team coordination, both options remain.

The other method ofcourse is a side task that they have to perform. For example a capture point next to the card that opens the gate that give's the path the uphill section, and this path should then automaticly become the path of least resistance for them.

Anything they do that is supposed to be harder should also be more rewarding. Giving them the uphill section as reward for being good at pushing only to get punished because that part is too hard is going to counter act alot. This is what you realy must avoid from happening.

A suggestion that can be effective is for example a control point that directly shows a gate in front of the cart opening. Once open the cart can be pushed through it, but that section is initialy a rollback zone. Once they reached the top the card will roll further down the track again and give more progress than what pushing would give when taking the normal path. On failing at pushing it up the hill they can still go for the side task.
Except obviously its still flawed as people might push is behind that key part and entirely avoid the chance to push it up.

In short: if you dont have any idea on how to balance it, dont even start doing such complex task.
Reduced ammo/health is not realy a way to balance as it affects both teams. Lacking it entirely could potentialy work as the cart is a dispenser passively. But 1 enemy dispenser is enough to break that balance again.
You realy need to balance it a diffirent way then
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
Thats a heavily flawed system. If the upper path is easier to defend then they will just let you push past it so you get into a harder situation. It also is flawed if the lower path is easier for the attackers they can ensure it goes that way by never letting the required number of people push near that area.

The only thing that works that doesnt require a side objective is if there are 2 carts and they can split up. People can freely choose which path they want to take. And regardless of good and bad team coordination, both options remain.

The other method ofcourse is a side task that they have to perform. For example a capture point next to the card that opens the gate that give's the path the uphill section, and this path should then automaticly become the path of least resistance for them.

Anything they do that is supposed to be harder should also be more rewarding. Giving them the uphill section as reward for being good at pushing only to get punished because that part is too hard is going to counter act alot. This is what you realy must avoid from happening.

A suggestion that can be effective is for example a control point that directly shows a gate in front of the cart opening. Once open the cart can be pushed through it, but that section is initialy a rollback zone. Once they reached the top the card will roll further down the track again and give more progress than what pushing would give when taking the normal path. On failing at pushing it up the hill they can still go for the side task.
Except obviously its still flawed as people might push is behind that key part and entirely avoid the chance to push it up.

In short: if you dont have any idea on how to balance it, dont even start doing such complex task.
Reduced ammo/health is not realy a way to balance as it affects both teams. Lacking it entirely could potentialy work as the cart is a dispenser passively. But 1 enemy dispenser is enough to break that balance again.
You realy need to balance it a diffirent way then
I was hoping to reply to you earlier, but just could not; anyway. I wanted it to be longer high ground vs a short and direct low ground path. The low ground has an abundance of ammo and health, while the high ground has to come down and scavenge. The only problem, is that if enough people are on the point, and they pass through the trigger, they go down the low path, and are high prone to rocket jumping soldiers raining hell on top of them, or a pyro jumping and torching everyone with a back burner.

I just wanted to have a divide usable by both teams, without disrupting too much game flow.