Dynamic Payload Map

bbbh

L1: Registered
Aug 15, 2011
2
0
What I am tying to do is crate a map with a dynamic path for the payload.

vtSB6.jpg


As you can see from above the blue line is the original path for the payload. Green is the short cut path. The payload can only take the green path (shorter) only if the Blu team (the team moving the payload) is in control of the control point or else if Red team is in control the payload will continue down the original path.

I am trying to set up a trigger event on the control point that will move the path of the payload, but i dont think i can do that or i do not know how. Im usally just make maps that a pretty not the nuts and bolts.
 

tyler

aa
Sep 11, 2013
5,102
4,621
You're going to run into a problem after you solve this issue, which is that if you have a branching pl track both paths need to have the same number of path_track entities or your HUD break.
 

English Mobster

L6: Sharp Member
Jul 10, 2011
355
299
Okay. At your branch, you need to have 2 path_tracks going off in different directions. On the base of the branch, use the "Branch Path" section on your base path_track to point to your shortcut, while the normal next path_track should point to your longcut.
When the CP is taken, have it fire an "EnableAlternatePath" output to the path_track at the base of your branch. In THEORY, the Payload should now take your alternate path instead of the main.
If that doesn't work or if the Payload has a 50/50 shot at taking either path, have your CP also send a "DisablePath" to the "longcut" path_track.

Again, you MUST have the same number of path_tracks through either section, unless you enjoy a messed-up HUD. It's an easy fix, yet essential.
 

Nakedape

L1: Registered
Mar 29, 2009
24
6
Make a test map with only a few brushes and make sure you get the logic as what you want before you go making a whole map. Branching a path is pretty easy, but the train watcher(s) are a different story. (one watcher in your case)

To not break your hud you'll need to keep the same number of path_tracks which sorta assumes the pathes are the same length. So even if you kept the short cuts with the same number of tracks it would still "break" your hud in that, on the short path the cart would travel very fast on the hud.

The easy route would be to add hazards against a team for not accomplishing a goal. (budum pish)
 

bbbh

L1: Registered
Aug 15, 2011
2
0
Thank you English Mobster and Nakedape, i did make a test map and your both right i need the same amount of track between points or else it breaks. I like your idea better then different track paths. That is to have who ever controls the point the payload will have the advantage along that path. so example if blu owns the contol point then when they are moving the payload they will have more cover and supplies. If red has the control they will have the higher ground and more supplies. i think i have the logic down so its time to make a map. thank you for your help!