- 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
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
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