Buildings on moving platforms- soon to be possible?

lerlerson

L2: Junior Member
Nov 27, 2007
75
7
If you head over to CVG, you'll see an interview about Gold Rush (FYI, it's not Escort, it's Payload.) and the new unlockables.

Well, Robin Walker mentions that they were toying with the idea of a Payload map where Red defends a moving platform, and I quote, "which Engineers would be able to build Sentries on."

Interesting, I wonder if we'll actually get a Source update which will enable us to do that.

Here's a link: http://www.computerandvideogames.com/article.php?id=185321
 
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ryodoan

Resident Bum
Nov 2, 2007
409
117
To those who are lazy:
How did the new game mode used in [the forthcoming map] Goldrush come about?

Walker: Goldrush grew out of thinking about Hunted (Team Fortress 1's game mode in which one team must defend a player-controlled VIP from the other - Ed), wanting to bring forward the value you get out of a Hunted game but at the same time solve some of the problems that caused Hunted to not really work in the public space.

Things like the whole game hinging on the skill of one player, the griefability capabilities of that one player. The Hunted's highs were extremely high and its lows were extremely low, and we really wanted to figure out: is there a gameplay mode that'll get us some of those positives and none of those negatives?

Goldrush grew out of that, and the main difference is that we've replaced the VIP character with, er, a cart. This doesn't preclude us from doing the original Hunted style - obviously some of the pros of Hunted didn't come through, we did lose a little bit. We'll just see what people think.

We also have some other ideas for future maps using this kind of system that have some other pros, too, so we'll keep exploring that as well. We want to do one where instead of a cart you have a large moving platform to defend, so Engineers can build their Sentries on it.
 
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lerlerson

L2: Junior Member
Nov 27, 2007
75
7
No. It stays floating in the air. Just build on a car in....uhm..mario_kart and then drive the car away ;)

Oh. Good point, I actually remember seeing that... but...

Well, I suppose considering that the only example of building something on a moving platform fresh in my mind was building a teleporter on top of the train in Well...
 

dookiebot

L1: Registered
Mar 20, 2008
36
3
I remember building a sentry on top of the moving train in Well. The train left and the sentry was in mid air. It was funny looking but it gets destroyed the next time the train comes through.
 

Jeebies

L2: Junior Member
Feb 15, 2008
61
2
I noticed on mario kart now you can build on the cars and they move with them. I'd love to know how they did it. I'm going to decompile and see if I can figure it out.
 

Jeebies

L2: Junior Member
Feb 15, 2008
61
2
I can't figure out why this version of mario's carts can be built on. The only flags they have are HL1 Train and Is unblockable by player. I don't see anything special about this func_tracktrain.

I'm very interested in doing this. I made this post a while back:
http://forums.steampowered.com/forums/showthread.php?t=646213

and there's a suggestion there I haven't had a chance to try yet. Actually, I was going to try it once I knew more about hammer and understood what he was suggesting, but haven't gotten back to it...

(btw the name of this mario version is mario_kart_cp_a8_8f)
 

zbandito

L1: Registered
Feb 12, 2008
21
2
It's possible that the change is a result of TF2 being altered in one of the recent downloads.. even some of the comments in the interview linked above indicate Valve has done a lot of work 'on the back end'. Have you tried a previous version of the map running on a current version of TF2 to see if the behaviour is the same or different?
 

Jeebies

L2: Junior Member
Feb 15, 2008
61
2
It's possible that the change is a result of TF2 being altered in one of the recent downloads.. even some of the comments in the interview linked above indicate Valve has done a lot of work 'on the back end'. Have you tried a previous version of the map running on a current version of TF2 to see if the behaviour is the same or different?

No, I haven't tried that.

Here's something I noticed though. The whole cart is the func_tracktrain, where I've read other people just make one nodraw brush - tie that to tracktrain, then parent their collection of brushes that make up the car/train to that moving nodraw brush. I wonder if that's where the difference - as in if you did it that recommended way, you'd get the car moving out from under the floating sentry.

I think that maybe the case, because I know when I first started and tried to make this, I did it like mario, where I had a box car all tied to the func_tracktrain and I didn't have the problem where the sentry floated in place - instead, I was never able to build the sentry to begin with. It looked like it would have been able to build though, if the blueprint thing wouldn't stop jumping back and forth real fast, skipping around like the refresh didn't match the speed of the moving train.

I notice that's the same thing that happens on this mario, the blueprint jumps back and forth. Except in mario you see it flash from the red x telling you you can't build there to the outline showing you can and if you hit the left mouse real fast you can end up putting it down when it's just at the right time and it sticks. (hope this makes sense - you may have to try it to see).

I wonder if the speed of the train on mario is just closer to being in sync with that blueprint refresh. I maybe far off, but that's what it looks like to me.
 
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zbandito

L1: Registered
Feb 12, 2008
21
2
I think that is the discrepancy between the rendered world and the physics world as communicated from server to client... similar 'jumpy' behaviour is somewhat common with lifts, for example (try it in thirdperson)...
 

phatal

L6: Sharp Member
Jan 8, 2008
259
21