Payload is too heavy for anyone to push it

Coolz

L2: Junior Member
Sep 19, 2013
72
26
Hi. I am currently working on my first PL map, a map where Blutarch Mann sends his mercenaries to blow up Redmond Mann's manor, although Redmond realizes this and sends his mercenaries to defend his manor. I am currently working on the final capture area in the first part of the map, and through testing, have noticed that the very first check point is the last checkpoint in the part and causes it to switch parts to part 2 of the map. I have tried removing the checkpoint entirely although this causes the Payload not to move at all, how the heck do I get the checkpoint to work?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
"the very first check point is the last checkpoint in the part and causes it to switch parts to part 2 of the map."

I'm afraid I don't quite understand... What is/isnt happening? What do you want instead?
 

Egan

aa
Feb 14, 2010
1,375
1,721
"the very first check point is the last checkpoint in the part and causes it to switch parts to part 2 of the map."

@ABS, I think he means he's making a 3 stage pl map and after capping the first point (of two?) on the first stage, the round ends and the game moves on to the second stage instead of just letting the cart move to the second capture point of the first stage.
 

Coolz

L2: Junior Member
Sep 19, 2013
72
26
Basically right now I'm trying to make sure the tracks and check points work so I tried to make one final checkpoint and one normal checkpoint, apparently the first checkpoint, the "normal" one is the final one and causes the part to change to the second part, and after that, you cant push the cart any further. If I remove the first checkpoint then the cart wont be able to move at all. Basically since ABS doesnt give you straight tracks, I had to make my own track_trains, perhaps that is the problem?

Oh and what egan said is pretty much true.
 

squintik

L2: Junior Member
Sep 9, 2009
57
35
I guess you should check your team_control_point_round entities.
That's were you list all the checkpoint for each round, perhaps you only added the first checkpoint for round A ?

If it's not this, check the "Default Owner" and the "Index" properties of your team_control_point (index should be unique for each CP, owner should be red).

If all this is ok, perhaps check your inputs on control points (sure you don't have scripts that cap them at the wrong moment ?).
You should perhaps also check the inputs for the payload trigger_capture_area (it looks like you need to set the control point that will be capped when reaching a checkpoint, so perhaps you set the wrong one ?)

At least when looking at my 3 rounds PL map, I would bet there's an error in some of the things I just listed in your case ... but there are probably a lot of other ways to badly set up all this stuff :)