Making the cart get launched at the end of the map

Toomai

L3: Member
Apr 14, 2011
129
144
So instead of having the cart drop into a pit and blow up, I'd like to get it to do this:

cartfling.png


The cart should majestically fly through the air, colliding with RED's above-ground [thing they don't want blown up] and going boom.

Thing is, I'm not sure how to get the prop_physics_override to do anything once it's off the func_tracktrain. I can't give it any inputs to move, and putting a trigger_push at the end of the track (using the same filter_cart the explosion trigger does) doesn't seem to do anything (unless I'm doing it wrong?). Are there other possibilities?

I tried searching for various combinations of "launch cart", "fling cart", "throw cart", etc and got nothing.
 

Toomai

L3: Member
Apr 14, 2011
129
144
Are the flags for your trigger_push set up correctly?
IIRC, the flag for "Physics debris" should be checked.
I have both "Physics debris" and "Physics Objects" checked and still no result. Even with no filter and both the "Everything" and "Physics debris" flags checked, which causes players and rockets to get flung, the cart remains in place without even a console error complaining it's too big a force (which it does for players).
 
Sep 1, 2009
573
323
Maybe use a secondary track that continues after the end of the payload? It would require some extra speed but could work.
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
Is it possible to replace the cart with a different model at the end? You could animate it in the same way the goldrush explosion debris is animated.
 
Apr 13, 2009
728
309
Actually I had this happen to me when I didn't want to. :p
The problem was breaking the phys_constraint a large enough fraction of a second before killing the train : the prop_physics would then find itself stuck inside the func_tracktrain and by making the train turn downward into the endpit, the prop would get flung upward to try to get 'unstuck' (and jump above the pit).

If trigger_push doesn't do anything you might have to use a dedicated physics entity like point_push, phys_thruster or something.
 
Oct 6, 2008
1,947
445
I'm working on a similar item - but not quite the same thing but his is how I'm going to do it:

Payload to point X = win for blue < this is where cart usually falls in and goes boom! > but instead of this the cart continues down the same path to wherever it is that I'm sending it.

Blue still gets the win but if you send the payload to where it needs to be - all you do is kill the payload at the same time you trigger the boom = easier to do than seting up more entities - cart goes along the same path instead of you trying to figure out how to adjust the physics to make the car fly right. Just watch the speed variation and angles of the path track nodes - however you could get a nice spiral effect happening too :)
 

Toomai

L3: Member
Apr 14, 2011
129
144
Found out that point_push moves the cart pretty good; results seem to be the same every time and aiming the cart isn't too hard. Causes other stuff to move as well but there are two easy answers for that:
  • Make the radius of the point_push really small and very tight to where the cart ends up at the end of the track.
  • Strap a weapon on the back and turn the cart launch into a cart rocket jump.
I think we all know what the right answer is here.