- Jan 31, 2008
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- 52
[INFO] Payload entity setup.
I'm currently updating my es_cave map with the payload setup. Once i've done that i'll write a proper tutorial. But for the moment i'll list the important entities and the important options and outputs.
It's still incomplete, feel free to post any additions and i'll add it to the list.
func_tracktrain
A square brush entity using the playerclip texture, everything that moves with the cart is parented to this entity.
Properties
(you have to add these 3 keys yourself)
ManualAccelSpeed - 70
ManualDecelSpeed - 150
ManualSpeedChanges - 1
MaxSpeed - 90
First Stop Target - (the first path_track)
Distance Between the Wheels - 20
Move Sound - Cart.Roll
Start Sound - Cart.RollStart
Stop Sound - Cart.RollStop
path_track
The path that the train follows
prop_dynamic - Parented to the func_tracktrain
A model to be used for the train (goldrush uses a prop_physics_override, because at the end of the map the cart falls into the pit, however for most cases a prop_dynamic should work fine)
trigger_capture_area - Parented to the func_tracktrain
The capture area for the cart, friendly players in this area will move the cart, enemy players will stop the cart from moving.
Should be sized to a decent size around the cart.
Outputs
OnNumCappersChanged - math_remap - InValue
OnNumCappersChanged - team_train_watcher - SetNumTrainCappers
math_remap
Set the maximum amount of people that can move the cart to 3, you can change this if you want the cart to be moved by more or less players.
Properties
Maximum Value Input Value - 3
Output Value When Input is Max - 3
Outputs
OutValue - logic_case - InValue
logic_case
Used for deciding how fast the train should go depending on the number of people around it.
Properties
Case 01 - 0
Case 02 - 1
Case 03 - 2
Case 04 - 3
Outputs
OnCase01 - func_tracktrain - SetSpeedDirAccel - 0
OnCase02 - func_tracktrain - SetSpeedDirAccel - 0.55
OnCase03 - func_tracktrain - SetSpeedDirAccel - 0.77
OnCase04 - func_tracktrain - SetSpeedDirAccel - 1.0
team_train_watcher
Used for displaying info on the hud and linking PathTracks to ControlPoints
You need one of these for each round
Properties
Train to watch - (name of the func_tracktrain)
Node that the path starts at - (the first path_track)
Node that the path ends at - (the last path_track)
Linked PathTrack 1 - (the path_track that linked to CP 1)
Linked CP 1 - (the CP)
(repeat for each CP on the tracks)
Outputs
OnTrainStartRecede - func_tracktrain - SetSpeedDirAccel - -0.1
(makes the train move backwards)
mapobj_cart_dispenser - Parented to the func_tracktrain
The healing thing which heals you (excuse the technical language), in goldrush it's placed in the exhaust of the cart, and the healing ray comes out of it.
Properties
Team - Blue (to heal Blue)
Custom Touch Trigger - dispenser_touch_trigger
dispenser_touch_trigger - Parented to the func_tracktrain
A brush entity the same shape as the 'trigger_capture_area', players in this area will be healed and have their ammo restocked.
Control point setup
------------------------
Much like dustbowl, a 'team_control_point_round' for each mini-round,
and a 'team_control_point_master', as well as a 'team_control_point' for each CP.
team_control_point
One for each checkpoint, including one for the end (you can set it's flag to invisible, in case you want a pit or something for the cart to fall into like at the end of goldrush)
Properties
Name - (unique name for each CP)
Print Name - (The name that will show up in the top left when a point is captured, eg in gravelpit, "Spacemonkey captured the Radar")
Default Owner - Red (maps starts with red owning all the CP's)
Warning Type - No Announcements (Important: I made a mistake with my first version of cave where I left this on, and what happen is every time Blu could come into contact with the cart, (which was a lot), Red would hear the announcement that their Control Point is being captured. A few other pl maps have this problem, so I thought i'd point it out.)
Outputs
OnCapTeam2 - trigger_capture_area - SetControlPoint - (the next control point on the path) - Delay 0.1 (The delay is important, otherwise without a delay, the next CP will be captured when the current point is capped.)
For the path_track linked to each Control Point
i.e, when the cart reaches this path_track, the point will be capped, and at cart can not roll back beyond this path_track
Outputs
OnPass - logic_relay - Trigger - Only Once: Yes (A relay to fire when the cart passes the first time)
OnPass - (the linked team_control_point) - SetOwner - 3 (for Blue) - (Set's the owner of the CP to Blu)
OnPass - (the previous path_track) - DisablePath (Disables the previous path_tack to prevent the cart going any further back.
OnPass - logic_relay - Trigger - Only Once: No (A relay to fire when the cart passes backwards, used to stop the sparks and the cart (if you have any))
team_control_point_round
Have one for each round
Properties
Control points this round - (the names of the CP's, separated by spaces
Restrict team from winning - Red
team_control_point_master
Restrict team from winning - Red
Switch teams on map win? - Yes
I'm currently updating my es_cave map with the payload setup. Once i've done that i'll write a proper tutorial. But for the moment i'll list the important entities and the important options and outputs.
It's still incomplete, feel free to post any additions and i'll add it to the list.
func_tracktrain
A square brush entity using the playerclip texture, everything that moves with the cart is parented to this entity.
Properties
(you have to add these 3 keys yourself)
ManualAccelSpeed - 70
ManualDecelSpeed - 150
ManualSpeedChanges - 1
MaxSpeed - 90
First Stop Target - (the first path_track)
Distance Between the Wheels - 20
Move Sound - Cart.Roll
Start Sound - Cart.RollStart
Stop Sound - Cart.RollStop
path_track
The path that the train follows
prop_dynamic - Parented to the func_tracktrain
A model to be used for the train (goldrush uses a prop_physics_override, because at the end of the map the cart falls into the pit, however for most cases a prop_dynamic should work fine)
trigger_capture_area - Parented to the func_tracktrain
The capture area for the cart, friendly players in this area will move the cart, enemy players will stop the cart from moving.
Should be sized to a decent size around the cart.
Outputs
OnNumCappersChanged - math_remap - InValue
OnNumCappersChanged - team_train_watcher - SetNumTrainCappers
math_remap
Set the maximum amount of people that can move the cart to 3, you can change this if you want the cart to be moved by more or less players.
Properties
Maximum Value Input Value - 3
Output Value When Input is Max - 3
Outputs
OutValue - logic_case - InValue
logic_case
Used for deciding how fast the train should go depending on the number of people around it.
Properties
Case 01 - 0
Case 02 - 1
Case 03 - 2
Case 04 - 3
Outputs
OnCase01 - func_tracktrain - SetSpeedDirAccel - 0
OnCase02 - func_tracktrain - SetSpeedDirAccel - 0.55
OnCase03 - func_tracktrain - SetSpeedDirAccel - 0.77
OnCase04 - func_tracktrain - SetSpeedDirAccel - 1.0
team_train_watcher
Used for displaying info on the hud and linking PathTracks to ControlPoints
You need one of these for each round
Properties
Train to watch - (name of the func_tracktrain)
Node that the path starts at - (the first path_track)
Node that the path ends at - (the last path_track)
Linked PathTrack 1 - (the path_track that linked to CP 1)
Linked CP 1 - (the CP)
(repeat for each CP on the tracks)
Outputs
OnTrainStartRecede - func_tracktrain - SetSpeedDirAccel - -0.1
(makes the train move backwards)
mapobj_cart_dispenser - Parented to the func_tracktrain
The healing thing which heals you (excuse the technical language), in goldrush it's placed in the exhaust of the cart, and the healing ray comes out of it.
Properties
Team - Blue (to heal Blue)
Custom Touch Trigger - dispenser_touch_trigger
dispenser_touch_trigger - Parented to the func_tracktrain
A brush entity the same shape as the 'trigger_capture_area', players in this area will be healed and have their ammo restocked.
Control point setup
------------------------
Much like dustbowl, a 'team_control_point_round' for each mini-round,
and a 'team_control_point_master', as well as a 'team_control_point' for each CP.
team_control_point
One for each checkpoint, including one for the end (you can set it's flag to invisible, in case you want a pit or something for the cart to fall into like at the end of goldrush)
Properties
Name - (unique name for each CP)
Print Name - (The name that will show up in the top left when a point is captured, eg in gravelpit, "Spacemonkey captured the Radar")
Default Owner - Red (maps starts with red owning all the CP's)
Warning Type - No Announcements (Important: I made a mistake with my first version of cave where I left this on, and what happen is every time Blu could come into contact with the cart, (which was a lot), Red would hear the announcement that their Control Point is being captured. A few other pl maps have this problem, so I thought i'd point it out.)
Outputs
OnCapTeam2 - trigger_capture_area - SetControlPoint - (the next control point on the path) - Delay 0.1 (The delay is important, otherwise without a delay, the next CP will be captured when the current point is capped.)
For the path_track linked to each Control Point
i.e, when the cart reaches this path_track, the point will be capped, and at cart can not roll back beyond this path_track
Outputs
OnPass - logic_relay - Trigger - Only Once: Yes (A relay to fire when the cart passes the first time)
OnPass - (the linked team_control_point) - SetOwner - 3 (for Blue) - (Set's the owner of the CP to Blu)
OnPass - (the previous path_track) - DisablePath (Disables the previous path_tack to prevent the cart going any further back.
OnPass - logic_relay - Trigger - Only Once: No (A relay to fire when the cart passes backwards, used to stop the sparks and the cart (if you have any))
team_control_point_round
Have one for each round
Properties
Control points this round - (the names of the CP's, separated by spaces
Restrict team from winning - Red
team_control_point_master
Restrict team from winning - Red
Switch teams on map win? - Yes
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