i have a payload problem

(-TN-) Ben2

L4: Comfortable Member
Apr 10, 2009
172
15
ok, im quite confused with the whole payload idea,
i made a map,
laid down tracks (prop_static)
and i was all set to get the game in a working order,
then i copied the cart from the premade payload layout (ABS game thing)
I then became confused, I needed to set the path of where i want the cart to go, so how do i get these entities to line up with my physical track, i laid down a few of them to test it, and my cart was half way in the ground facing the wrong way, then when i touched the cart, the game frooze.D::confused:
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
It says right on the valve website on the payload tutorial your cart needs to face right on the top view. It will auto set it to run the track in the correct direction and move along your points that are in sequence. I believe the height orientation is a setting withing one of the starting entities but not sure. I'm still laying out my first payload map also.
 

pitto

L3: Member
Feb 17, 2009
109
73
with the standard payload used in abs's game type library, the train path (center of it) should be 48 units above the ground

If you are doing a payload race, the starting positions for rounds B and C may need 2 be rotated to make the cart face the right direction when it spawns.

Otherwise it should be fine for direction as long as the cart is constructed correctly (facing right in top down view)
 

(-TN-) Ben2

L4: Comfortable Member
Apr 10, 2009
172
15
crap my cart if facing left, ill just have to make a few modifications, and so my first one needs to be 48 units above the ground, but what about the others, 48 also
 

(-TN-) Ben2

L4: Comfortable Member
Apr 10, 2009
172
15
here is an idea, copy the tracks with the track paths above them from a valve map, place em in my map and rename em, I will group the track paths and track models together so when i rotate the track, the track paths move with it
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
here is an idea, copy the tracks with the track paths above them from a valve map, place em in my map and rename em, I will group the track paths and track models together so when i rotate the track, the track paths move with it

Yeah, but then your track has to be the same exact path as a valve map. Just make your first point the right way and then all you have to do is click and drag it to the next location. It will auto rename to the next point and all that stuff. Then you can have your own unique path.
 

pitto

L3: Member
Feb 17, 2009
109
73
once you have the path the right height above the ground you can just copy the same height for all the paths until you reach a slope up/down where you will need to find the correct height for the next section.

Getting the cart to follow corners exactly is tricky, and I haven't thought of a method to get this right other than trial and error, using the top down view with model wire frames on as reference.

Edit: I guess you can look at valves maps to see how many path nodes they have for a given track piece, and how they are arranged.