Strange cart behaviour (prop_physics_override)

Apr 13, 2009
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Basically, when my cart reaches the final path_track and I break the phys_constraint, it 'hops' for no apparent reason (no trigger_push or anything crazy), and sometimes even jumps above the death pit :)lol:). Any ideas what I'm doing wrong ?

pl_batt_locnlol0011.jpg

Epic Fail.
 
Last edited:

Jeremy

L11: Posh Member
Oct 24, 2010
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Maybe it's inside another object once the phys_constraint breaks.
 
Apr 13, 2009
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I had already tried making the sewer cap nonsolid but it changed nothing, the path_tracks are cleanly above its collision model.

I think I found the problem. Seems to be a combination of 2 things.
1)A specific final path_tracks placement (rolling on itself while falling down the pit)
2)It is indeed inside a solid object... the func_tracktrain that lead it here (which is why the path_tracks matter I suppose), I needed to kill it as soon as the constraint is broken, otherwise it catapults the prop up and forward as it goes down.
 
Oct 6, 2008
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I was haing the same thing happen - double check all coding on the entities, the trainwatcher, and the cp_master.

If that fails - copy paste a knowing working one into your map - example - Using BoojumSnarks game play library I took out all the items for the payload version I needed and placed it into a new box - tested it to make sure it worked (it did). Saved and called it - pl_test_map-working.

Then I did all my modifiactions/addons into it - using that as a template - calling each successive version path_test_1,2,3 etc until I got the end result that I neded. Then, once I knew it was working, I copied/pasted the nodes into my map and linked them into my existing track.

The mystery of the jumping cart was solved - er - ok fixed - never did find out why it was happening - lol