Experimental PLR Issues

sniprpenguin

L6: Sharp Member
Mar 14, 2008
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So I've been working on a single-stage PLR map with multiple points per team. Each team has to capture their four (!) points to win the map, and it's all one stage.

Tonight I was so excited that hours upon hours of entity work would come out right and I compiled. Ran the map, crashed upon spawning. I've been tinkering with it and have figured out the problem is the HUD. I've set it up all proper with the correct start and end-points, the correct linked CPs and their tracks, etc. Basically, as far as I can tell, this thing should work. However, it doesn't. My fear right now is that the PLR HUD used can't support multiple points per team, but in the hopes that that's not it, I'm wondering if anybody can poke around in the most recent .vmf and see if I'm just an idiot, rather than this being impossible.

I'm really proud of my idea, however non-revolutionary it is. HELP!
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
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I have been looking arround and already noticed that removing that plr hud basicly made the map work except you only see the track of 1 team. To me that indicates you have done your testing right as the plr hud doesnt support it.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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It does, I've done it before. I'll take a look at it a bit later. The PL hud can easily cause crashes if something is out of order.

edit: you need to set the Group Index for the CPs. All of blu's points should have a group index of 1, all of red's should have 0.
 
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sniprpenguin

L6: Sharp Member
Mar 14, 2008
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I'm switching my religion to Boojum Snark. You're a god.
 

sniprpenguin

L6: Sharp Member
Mar 14, 2008
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258
Derp, going back to undecided on that religion thing. Doing that made both tracks appear on the HUD, but this time it froze on me at the same spot. All I did was change the Group Index numbers like you said.
 
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sniprpenguin

L6: Sharp Member
Mar 14, 2008
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258
Sorry to rebump, but the problem still persists even after adding the group indexes and, when I did try deleting the multiple train watch entity (the name eludes me), blu players would spawn in red's spawn room. Later spawns worked just fine, but I can't figure that one out either.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
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you need to set the Group Index for the CPs. All of blu's points should have a group index of 1, all of red's should have 0.
Even when that is wrong it still wouldnt crash the game. Notice that when the hud was broken in ramparts that it was due to the cp groups.
 

tovilovan

L6: Sharp Member
Jul 23, 2008
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Anywho, why would you need capture points in a payload race game? Their sole reason is to block the cart from rolling further backwards and giving the attackers extra time; but neither of this is needed in a PLR map. If you need checkpoints, do what valve have done with rollback slopes that reward a team that gets up one of them.
 

sniprpenguin

L6: Sharp Member
Mar 14, 2008
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The idea was to have a big PLR map, and adding cap points along the way allowed for adding further respawns that moved you closer to the cart. With doing so, the team in the lead could theoretically have a slight advantage. (One of the cap points enables a respawn right near the other team's version of it. Voila, instant defense.)

I'm hoping to get this issue cleared (and the new respawn issue!). If I take out all but one cap point per team, I think I know how I can alter the map, but then it'd just be a more elongated version of Pipeline stage 3 with everyone going every which way.

P.S. I'm playing with rollback and rollforward zones like crazy in this map, so I can't use them like Valve does, really.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
The idea was to have a big PLR map, and adding cap points along the way allowed for adding further respawns that moved you closer to the cart. With doing so, the team in the lead could theoretically have a slight advantage. (One of the cap points enables a respawn right near the other team's version of it. Voila, instant defense.)
Doesn't this promote steamrolls btw? I do like the idea of multiple cps in a plr. but then the caps should have points that give a small advantage which only is temporary (blocking the enemy cart for 30 seconds for example). if the other team manages to defend long enough they should be able to get equal again. A forward spawn would make it even harder and therefor couse steamrolls.
 

sniprpenguin

L6: Sharp Member
Mar 14, 2008
266
258
Doesn't this promote steamrolls btw? I do like the idea of multiple cps in a plr. but then the caps should have points that give a small advantage which only is temporary (blocking the enemy cart for 30 seconds for example). if the other team manages to defend long enough they should be able to get equal again. A forward spawn would make it even harder and therefor couse steamrolls.

But currently the official PLR maps stalemate consistently, and I'd rather have a steamroll and have a definite winner than have a map drag on for a long time.