Payload final cap point pit error

j_sl4z

L1: Registered
Mar 29, 2013
4
0
Hello. I'm having slight of an issue with the pit drop on the final cap point of my payload map. I've ran the map several times, and for the most part, path tracks are set properly, and all checkpoints are functioning well. Its only when i get to about the fourth to last path track right before it carries over the pit prop dynamic which causes the payload to halt and drop its nose slightly downward. I've read instructions carefully on what needs to go where. I'd like to resolve this problem so I can carry on with the design of my map. Just want to make sure the payload runs before. Any tips would be greatly appreciated.
 

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
If the cart tips downward and jerks around, it might have cought onto something. Are there any props or brushes blocking it?
 
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j_sl4z

L1: Registered
Mar 29, 2013
4
0
As far as I'm concerned there is nothing preventing the cart from moving forward. The track is clear from any obstacles/brush entities. At first I thought it was the "models/hybridphysx/badwater_destruction_before.mdl" or the "models/props_farm/sewer_cap001a.mdl" because no where on my other check points have i encountered this problem, unless it was a poorly angled path track going up a hill. in this case I'm dealing with a straight/flat patch track issue. Right as it gets about 1 path track away from the sliding doors for the pit, it just halts. I went through my entities and placement for this part, and I've even rebuilt the pit from scratch, but it just wont get to opening the doors and dropping in for the explosion.

If there's a possible way to upload my map for someone to look at I would be more willing to do so.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
Are you sure it isn't getting stuck in the ground or something. Might need another path_track somewhere also to fix it.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Double-check the outputs on the path where it messes up. You might accidentally have the trigger that disconnects the bomb prop from the train entity (so it can fall in the hole) occurring early.
 

j_sl4z

L1: Registered
Mar 29, 2013
4
0
So i checked the outputs on the path tracks, and everything seems to be where it should, so it cant be the patch track outputs.

-"You might accidentally have the trigger that disconnects the bomb prop from the train entity (so it can fall in the hole) occurring early."

What might that trigger be? or was that pertaining to the path tracks and the out puts?

I have not found any obstacles preventing the train entity from moving, at least by where it gets stuck which is the outside perimeter of the pit texture (by the front wheels of the pl).

*Note the actual prop_dynamic train track sits through the pit texture but surpasses the height of it.
 
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Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
In badwater basin, the path_track extends all the way into the center of the hole, to where the cart disconnects. If yours doesn't go to the middle or extend far enough off the ramp, it won't fall.
 

j_sl4z

L1: Registered
Mar 29, 2013
4
0
-"In badwater basin, the path_track extends all the way into the center of the hole, to where the cart disconnects. If yours doesn't go to the middle or extend far enough off the ramp, it won't fall."

Still nothing. Payload stops in same spot. I'm about 99% sure I'm not missing anything, unless there's just that one bug right under my nose that needs a simple fix.

Might just switch to Goldrush style final cap, (no pit drop). I appreciate all the tips/suggestions. Any other ideas that may fix this bug is always appreciated.
 

PoignardAzur

L2: Junior Member
Mar 21, 2013
92
9
You could make another payload from scratch. If it collapses at the same point, your problem may be related to your map. If not, it must be related to your payload.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
I've had hammer messing up door directions even though the cordinates (x,y,z) are correct. I copypasted the door from another location that had the same position than i wanted it to have. The door opened wrong direction in-game, untill i remade it from scratch in hammer, with same xyz and then it opened to right direction. Nothing changed, except i remade everything with same settings.

So you might have a hammer mess there that doesn't solve just like that, if you really have checked everything and missed nothing. Not the first or last bug with hammer.
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
I've had hammer messing up door directions even though the cordinates (x,y,z) are correct. I copypasted the door from another location that had the same position than i wanted it to have. The door opened wrong direction in-game, untill i remade it from scratch in hammer, with same xyz and then it opened to right direction. Nothing changed, except i remade everything with same settings.

So you might have a hammer mess there that doesn't solve just like that, if you really have checked everything and missed nothing. Not the first or last bug with hammer.

the problem is you copy and pasted a door. Because Hammer doesn't re-name stuff when you copy/paste, you got the error. Instead, insert a new door from ABS's prefabs (if that was what you were using) or create a new one.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
the problem is you copy and pasted a door. Because Hammer doesn't re-name stuff when you copy/paste, you got the error. Instead, insert a new door from ABS's prefabs (if that was what you were using) or create a new one.

So you are saying even if i renamed the func_door and the prop_dynamic that moves with it failed because i copypasted and even though i renamed the door and the prop back then, it still fails to function?

I've copypasted lots of props, dynamic, etc entities from my older maps and such and i didn't see that error before.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
ics : did you rename their outputs ?

Everything, since i used the door in the same map in different place. It's angle or rotation didn't change, i just changed the names to get it work and it moved wrong way in the map despite being exact copy of the previous door excluding the names and such that i needed to change so they don't conflict. I haven't got issue with it now since i remade it.

Sorry to catch the thread.