Plr domination?

Apr 14, 2013
663
343
First, I apologise if you can't read this. I tried to make it as clear as possible but probably failed.

I'm trying to make some sort of crazy plr+domination mechanic.
concept_zpsb6f28259.png

My plan is to have the two payloads driving in two sets of parrallel tracks (and path_tracks) making a figure-8 shape, and capturing 3 points- in the middle, on one edge and on the other. Each time a cp is reached with a payload, the point turns to be the payload team's property. When all three are one team's property, that team wins. Think standin, but plr.

I am currently trying to make a functional prefab.
But before I start, I need to know idf certain things can even work in Source:
Can the team_train_watcher entity have no path_track name in the property "node that path ends at"?
In other words: can I make a payload start in a certain point, but then (theoretically) continue driving forever until the round ends (which will happen when a team owns all 3 cps, (standin style, captured by the payload), but could happen with each cp, unknown which one, just like standin)


If not, can I set a last path_track for the payload, then have it teleported or moved, to be the last cp unowned's path_track?
(In other words: move the last path_track to the last cp, according to the cp that the payload needs to capture to win, to trick hammer)

I am not sure I'll even be able to determine what's the last cp unowned. However, I'll count points owned using out of the map actual cp's (invisible in game, visible in hud)(I remember some crazy-gamemode map did that, but forgot the map's name). Those cp's will be changing hands according to the plr cps capping (visible in game, hidden in hud). I am pretty sure there is a way to follow the condition of every cp, and then, maybe, there's a way to know if two cp's are red and the other not (or two blu and the other not), and when that happens, find out which one is the one "not", and teleport the... [I think I'll better stop here, before it gets too long and no one will read the rest, but I guess you get the point]


If both are impossible (and I guess thats the truth), then, is there some way to make a player-pushed train entity thing, that works like a payload (and use the "OnPass" output for the cp-capturing path_tracks) but obviously has no "end path"?
 

henke37

aa
Sep 23, 2011
2,075
515
Interesting concept. But it really needs a custom HUD, and that requires code that only Valve can add.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
http://forums.tf2maps.net/showthread.php?t=5458 could be to some help with its entity work. Its an ancient map that i never realy finished since its only good for deathmatch or melee sudden death. I might (if i ever bother) make it into a medieval map but for now thats not realy going to happen (and if i do i still need to search for the vmf again).

My map however had a simple circle and just 1 cart. Still, 2 carts could work using the plr hud and same trick. But i dont know how you would make the final part to the end cp. Especialy since while its heading to it, the other team can still cap making you technicaly not have all the cps anymore.

And from your other thread here is an answer aswel:
I'm trying to make some sort of crazy plr+domination mechanic and I need to know idf certain things can work:
Can team_train_watcher have no path_track in the property "node that path ends at"?
In other words: can I make a payload start in a certain point, but then (theoretically) continue driving forever until the round ends (which will happen when a team owns all 3 cps, standin style, but could happen with each cp, unknown which one)
If the payload went over the last path_track and went back to the first, the cart will move itself back to the first point (which makes the marker move at high speed in the hud - which is actualy good since it indicates a loop). Just have the 2 path parts 1 unit from each other. The distance between these 2 paths and the position on the cart is displayed on the hud as the movement going backward.

Also, i did a search to find the other map that also had circular payload and i think its this one: http://forums.tf2maps.net/showthread.php?t=4064
 
Last edited:
Mar 23, 2010
1,872
1,696
There was "circlejerk" gamemode with like one map that was alright where both teams push a cart in the same direction around a circle and try to hit the other cart from behind to win. It worked pretty well but the map was really small so it felt like half a map. Having 3 points might help.
 

Egan

aa
Feb 14, 2010
1,375
1,721
Also keep in mind how splitting up a team usually is not good at all. Looking at gravelpit, defenders will give up a capture point to the attackers because it's useless spreading your team thin to hold both. Looking at standin, there's a ring-around-the-rosey effect going on where there's an equal amount of standing and waiting at capture points compared to fighting for control of those areas. Looking at my own cp_voltage which was essentially standin with an extra two points but more confusing, the teams were spread so thinly you felt lonely wandering around the map since it was rare you would come in contact with another teammate.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
There is a reason why earlier maps provided issues. The closer the carts are together the harder it becomes to push which actualy is counter productive to gaining an advantage. You are just going to make it harder for yourself.

And the advantage ends when you have to pass an area closer to the enemy as they then have an easier time defending.
 
Apr 14, 2013
663
343
Well, what I could do so far just crashes the game (as soon as you join a team it crashes). Got no time to figure it out, since I'm busy in real things. If someone would like to continue this, contact me via pm. If not, I will probably not get to it since this project is in low priority for me right now.

Seriously, feel free to ask, even if you are not sure you can do it! Anything is better than this .vmf growing rust in my mapsrc folder!