Cart Collisions

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
Let's say you have two carts. And these two carts have a point where their paths cross. And these two carts manage to reach this point at the same time. What happens in game?

Shenanigans' future go-kart track awaits your responses.
 

Blue552

L3: Member
Sep 16, 2009
137
18
Not automatically if you plan to to have crossing - A good prefab is in the ultimate mappers resource thing.
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
First off, best bet is to use Snark's Pack. It's like God to any mapper.

Second, what you do is make the first cart to reach the crossover stall the other cart while it crosses the crossover on it's own. To do this, you use logic entities. I dunno which - refer to Snark's Gametype Entity thing.
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
So your suggestion is that in order to do this I use an unknown item that you're unfamiliar with that may possibly be in someone else's project?
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Its not in someone elses map or something like that, its a resource pack which includes a prefab for plr, where the crossover thing is avoided. You can get it here:

[ame="http://forums.tf2maps.net/showthread.php?t=4674"]http://forums.tf2maps.net/showthread.php?t=4674[/ame]
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
Which is why I referred to it as a project rather than a map. I'm familiar with the resource pack- in fact I have five versions of it on this computer. I was more questioning the idea of suggesting someone use an unspecified object in an unspecified way based on something that may possibly exist somewhere else.

And I'm not sure that the resource pack would work for this other than in the most basic format, due to the fact I'm looking to have this thing set up with no control points, nor standard bomb carts. I'm just trying to figure out if I can have two or more of these things cross paths and not bring an end to the racing. Especially if I'm going to have, say, half a dozen carts on the track.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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Well the crossover logic has nothing at all to do with the game mode, it's purely logic and path/train control. But if you are going to have a bunch I think the best way would be to just disable their collisions.
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
How would that work with people on/in the cart? I'm guessing that could get problematic. If a BLU cart and a RED cart crossed paths, the players could still collide, and I'd likely want to remove the whole 'stop movement if person from other team is in contact' part as that'd still stop the two carts. Similarly, if a BLU cart ran over another BLU cart, wouldn't the presence of BLU players in one or both carts now boost the speed of both, resulting in two carts that are now overlapping and moving at the same speed and time?
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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I thought you weren't doing payloads... meaning the player interaction would do nothing. Disabling collisions would also make them nonsolid to players though. I don't think you are going to be able to accomplish what you want in a perfect way unless you make it so they'll never cross paths.

Though if you don't use physics, and you just use brushes or prop_dynamic, the carts won't collide period. PLR carts can collide because they are physics based. You'd still have the player-to-player and player-to-train collisions, but you could theoretically solve that by just killing players if they are blocking.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
You cant have a payload where you get killed in front of D:

€: Damn, my bad :(
 
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Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
Okay, here's a longer explanation of what I intend to do, just to try and make this clear:

There will be a track. This will be a continuous track. A deformed circle, if you will. On this track will be two or more vehicles. Each vehicle will be designed in such a way as to allow players to stand on top of the vehicle. So long as a player is of the same color as the vehicle in question, the vehicle will move around the track following a predetermined path. There is no timer, there are no capture points, there is no way to win or keep score other than by visual observation.

The carts I have in mind are the truck prop found in 2-Fort, with the wooden sides on the truck bed. Mostly because it already exists, has a definite area for players to stand, and has both red and blue versions.

Failing that, I'd obviously have to make something. And given my modeling skills, I'd either have to hope I could make something decent in SketchUp and import it, beg for assistance, or use brushes. So I'm hoping that the trucks would work.

Ideally I'd have six (or more) vehicles on the track with overlapping (if not intersecting) paths, which may rely on varying elevations to pull off, along with definite start/finish lines and an option to reset all the vehicles at the start/finish line. One that preferably could not be used to grief.