Ghost Func_Track Train

Oct 6, 2008
1,947
445
I'd like to thank everyone for their help so far with the questions I've asked along the way but this seems to be the last issue I have before I release (for testing) my map cause it's DONE!!! :woot:

I'll give you the set-up - 6 track trains - all independant.

1 Payload - that palyers push - no problem - cart falls into the waiting dumptruck new path is triggered and map ends - again no issues here.

Following the advice found on the forums here I have put in a couple of things to make the map "special" e.g. I have demomen dancing men on a boat, a drunk demo and a spy swimming - these are on a track train and no issues here.

I have 3 deathcarts - DeathCart1,2,3 (DC) respectively - all are moving along the tracks like they should to randomly kill players should they contact the cart.

I have basically cloned all three DC and changed the properties paths etc. to make them independant of each other. Although they all follow the tracks right, one of the carts is moving on a 45x45 degree angle (imagine a square sitting on the ground on one of the points of the square) there's no difference in the way they are coded but this one's acting strangely.

I'm also seeing a ghost train going around the map - it looks like it's following some sort of a path but I don't have anything coded for one, there's no additional carts (all are accounted for) and it's always in the same locations.

Any ideas about where this ghost train is coming from? The Console is telling me that I'm getting a bad angularvelocity message (Googled it but found nothing useful) but don't know what it is. i.e. bad angualvelocity co-ordinates (xyz) for deathcart1

I can't get the cart to teleport from path x to path x always shows as broken link (I'm using Boojumsnarks code but the end of round teleport isn't teleporting - just shows as broken link) so I'm using longer paths with accelarated speeds and I think the accelarations have skewed things.

Any tips on how to get the carts from colliding into each other (have two possible locations where they "might" collide on random pass) any help would also be appreciated - have tried some coding but can't seem to get it.

Thanks again for all of your help - I couldn't have made this large map without you :)
 
Last edited:
Oct 6, 2008
1,947
445
Ok I have an update for you on this.

In trying to fix this- I rebuilt the deathcart path totally but the same ghosting occurs - one of the ghosts has disappeared :)

What I mean is, if I have the cart going along the path it seems as if I have another cart the same positon about 50 grid points over. The behaviour of the cart is - Cart moves to point x then teleports to point y - about 1/2 second before the teleport is complete the ghost appears in it's location but a few spaces forward of it's parent. It then starts forward on or about the same time the parent (I call it parent - it's not actually parented to anything - there's no path there) starts to go along it's route.

In trying to fix this I have made a large test map to see if I can duplicate it - it doesn't duplicate it - it works fine - no ghosts.

Now I can't figure this one part out - if in BoojumSnark's library after the point is captured - the cart teleports to point x the link doesn't appear as broken in the properties but it does appear as broken in mine - I copied the same coding for the teleport command to test it but still shows broken there doesn't appear to be any difference in the code.

The being broken link doesn't effect the behaviour in the test map - everything is working fine but I'm thinking that this might be the reson for the ghost in my main map.

Would it be easier for me to make you a video and post it to show you what's going on?
 
Oct 6, 2008
1,947
445
Issue fixed!

Just in case someone else has the same problem here's the solution:

In making a clone of the cart, I some how copied another clone inside a brush - this clone was the ghost that was causing all the issues.

Thanks to whoever else was looking at it - I found the answer>