Payload/CP hybrid question

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
Ok, so what I want to do is to have a payload map where you must push the cart, blah blah until you reach a certain spot. Once you reach this you must have some people go and capture a cp. I was wondering if it was possible to do two things.

1. Change the HUD in the middle of the round from the payload to a cp and then back.

2. "Deactivate" the payload cart while the CP part is active.

I know this will be mainly done through logic entities and I/O, but I'm not that great with them. (Mostly because of lack of experience).

Thanks,
Honorum646
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The second a team_train_watcher is placed, the HUD is locked in Payload. Sorry.
 

Desubot

L1: Registered
Jan 29, 2010
3
0
Im trying to do something kinda like that except the cp would toggle alternative paths to make the game go faster or slower. is it possible to use a cp in a pl map without it showing up on the hud?
 

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
Im trying to do something kinda like that except the cp would toggle alternative paths to make the game go faster or slower. is it possible to use a cp in a pl map without it showing up on the hud?

Yes. Just dont reference the capture point with any part of the team_train_watcher... If you to make the control point shown on the payload HUD as stops thats possible as well by referencing it as one of the control points.
 

Desubot

L1: Registered
Jan 29, 2010
3
0
thanks for the help but i still cant seem to get it to work. it wont let me capture it and it shows up on the hud not as a node but over the cart with a cant capture symbol.
it would make my life alot easyer if i could use a cp for its onteamcap output, much harder using trigger multiple and logic relays =P
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I don't know how you would do the HUD, but you could just disable the trigger on the cart and re-enable it when the CP is capped.
 

Desubot

L1: Registered
Jan 29, 2010
3
0
yeah i kinda gaveup using a teamcontrol point and instead used a trigger multiple with teamfilters and the cap point prop to toggle the alternative paths. i got most of it to work but only thing left is finding the caping sound