Coding help on pl map - it works but has a bug

Oct 6, 2008
1,947
445
Hi,

I'm using a rollback zone from a single stage map which I've moved into a multi-stage map. - it was based off of this:
http://forums.tf2maps.net/downloads.php?do=file&id=2134

The rollback zones are working - it's just that the pl stops for some reason at a the cap point and locks up there. If you move away from the cart and then back to it it starts rolling forward again.

Since I'm a complete noob when it comes to rollback zones can someone look at the vmf and tell me where I've gone wrong to stop the cart? Don't worry about the last point - it's coded that way for a reason but don't think it has anything to do with the stopping of the cart - the other coding that appears to be broken is for a quick copy/paste back into my main map:

I'm more than willing to do the work on it and recode the fix I just don't know what I've done wrong to be able to fix it. Thanks.

Have placed the file here - contains bsp and vmf:

http://forums.tf2maps.net/downloads.php?do=file&id=5207
 

tyler

aa
Sep 11, 2013
5,102
4,621
Is there a reason you aren't just using the rollback/forward flags on the path_tracks?
 
Oct 6, 2008
1,947
445
those flags changed with an update - the used to say rollback zone and now say part of uphill or downhill thing.

I had them originally that way with the flags and now they don't work period - before when it said rollback zone everything worked great - Now I have to code everything unless I'm doing something absolutely wrong never had to code it before to get it to work right.
 

tyler

aa
Sep 11, 2013
5,102
4,621
This might seem stupid, but humor me. Have you tried removing all the stuff you hand wrote and just using the flags, despite them saying something different?
 
Oct 6, 2008
1,947
445
No haven't tried that. I had my RC4 version made using the old rollback flags - no extra coding when it got to an uphill section it would roll back and same for the downhill it would roll forward. However, that too now seems to be broken since the MvM release.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
What Hammer says doesn't mean anything, it's just text to describe something. If they had changed the actual code, every single payload map that uses them would suddenly start functioning differently. That's not something they would do.
 

tyler

aa
Sep 11, 2013
5,102
4,621
What Hammer says doesn't mean anything, it's just text to describe something. If they had changed the actual code, every single payload map that uses them would suddenly start functioning differently. That's not something they would do.

This is exactly my point, which is why I want you to undo your "coding" and just use the flags as normal.

This may be pertinent--you can only have I think... 5 roll zones total, per map?

Just kind of frustrating how you're posting in 2 year old threads about old ways to create roll zones as though they are suddenly broken, when I sincerely doubt they are and I'm more apt to say it's your own fault. I'm sure many people are probably finding that confusing.
 
Oct 6, 2008
1,947
445
Well, that's what I did do on my my 'new map' or rebuild of it - this version never had any rollbacks in it and then at the very end I thought it might make the map a littl more interesting to have a couple of rbzones in it.

I selected one node at the top of the hill one at the bottom - checked off the flags "Part of uphill path" (formerly rollback zone flags) and the roll back zone showed up on the hub but there was no rollback of the cart once the cart was in the roll back zone and you left the cart alone. Funny enough, when the counter hit zero the cart would roll back quickly like it normally would if untouched in the rollback zone.

I then thought that the reason it wasn't rolling back was because of the flag name change so I started to look around for some other answers and came across the "Payload with Rollback and Rolldown (sample map)" http://forums.tf2maps.net/downloads.php?do=file&id=2134

But since that map was a single stage I converted multiplayer and it workd fine in terms of the logic (start to finish - plays as expected in a multi stage) but the cart stops at every CP point after I converted it. After looking at it for a fews hours now, I finally gave up and came looking for an answer or another set of eyes to look at the coding of it. I'm probably missing something obvious but sometimes you just need another set of eyes to tell you where ther error is. I can fix it, I just need to know where I've screwed up because I can't see it.

Re: the 5 rollback zones - you can only have 5 total per map or per stage? I know you can only do the 8 CP's per map but don't know how many rbz's you can have - this might just be the cause of it.

2nd Edit - ok - looks like I got it working - thanks!
 
Last edited: