Help with 2-stage PL logic?

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Kube

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Aug 31, 2014
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Hello everyone!

Please see my last comment for information regarding the problem.

All help is extremely appreciated, and I'll try to credit all participating parties in the thread for the map. I'll edit this description with any more information that needs to be given, or to elaborate on/clear up things. Thanks in advance!

-KubeKing4556
"When in doubt, carve about"
 
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Kraken

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Dec 21, 2014
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Use the prefabs made by boojum snark.
It could help you with the problem.
 

Kube

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Aug 31, 2014
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Use the prefabs made by boojum snark.
It could help you with the problem.

I've tried that, but there are two problems:

1. There is no specific 2-stage logic in the ABS pack
2. The first stage was already configured, so I'm having trouble converting it over to a second stage.

Here's some more information I forgot to include:

When the map loads, the cart is at the beginning of the second track, and is unable to be pushed, even when the round begins. There is no track HUD below.

I honestly doubt that this problem will be solved without some manual digging around in the vmf itself, even though I could be wrong.
 

Kraken

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Well try looking at the official 2 stage pl maps.
 

Crash

func_nerd
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Mar 1, 2010
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There are no official two stage payload maps.

Kube, check the logic for the third stage prefab and sort out what is triggering the win. Check the final path_track and the trigger the cart falls into for the explosion. Adapt that over to the second stage logic in whatever way you decide you want the win to happen.

Use that logic to get your mode working, removing all the related third stage stuff.
 

Kube

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Aug 31, 2014
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Well try looking at the official 2 stage pl maps.

Currently, there is only one 2-stage pl mamp (pl_cactuscanyon), and I don't think doing so will help much at all, honestly. I'm not exactly sure what is causing the issue is in my logic setup, and I'm looking for some help in identifying and correcting that specific issue.
 

Kube

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Aug 31, 2014
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There are no official two stage payload maps.

Kube, check the logic for the third stage prefab and sort out what is triggering the win. Check the final path_track and the trigger the cart falls into for the explosion. Adapt that over to the second stage logic in whatever way you decide you want the win to happen.

Use that logic to get your mode working, removing all the related third stage stuff.

I'll definitely look into this when I find the time, and I'll update the thread with my results. Thanks a bunch!
 

Doktor Richter

L3: Member
Feb 13, 2014
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To create 2-stage payload logic for Longway, I basically took ABS's multi-stage payload prefab and made the following changes:

- Deleted the third t_c_p_round and team_trainwatcher
- Deleted all the path_tracks and control points in the third stage
- Removed "mspl_round_3" from "blue spawn for round: " on the spawn point that would have been blu's last spawn (in three-stage payload)
- Removed the spawn point that would have been red's last spawn
- Removed the two "underground" path_tracks on stage 2 (the ones that the cart sinks towards after the stage is over)
- Removed the "Next Stop Target" from the last path_track in stage 2
- Removed the "SetSpeedDirAccel" on the last path_track in stage 2 (so the cart doesn't go underground)
- For the finale: Moved the OnTrigger outputs from the trigger_once, as well as the OnPass outputs that break the phys constraint and kill the train on the last path_track of stage 3, to OnPass outputs for the last path_track of stage 2. This makes the cart's explosion triggered by capping the last point, rather than dropping it into the pit. This was more of a personal decision, and if you want to keep the finale you could instead (I think) take the OnPass outputs that break the constraint, play the carttip sound, and kill the train, and move those outputs from the last path_track of stage 3 to the last path_track of stage 2 and reposition the trigger_once to catch the cart (and move the sound/visual effects to the new location).

You can skip that whole last bit if you don't want to make the finale yet. I can't recall making any other major changes. This setup seems to work, and at the least it might be a good starting point for you.
 
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Kraken

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Dec 21, 2014
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Yeah but cactus canyon has a glitch witch stops the second stage from starting.
Knut it's very rare.
 

Kube

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Aug 31, 2014
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Thanks to everyone here for helping me get the map (nearly) working! I have (hopefully) one final problem to deal with.

Here is a screenshot of what I'm dealing with:
2015_02_09_00002.jpg


I've configured the logic as described by Doktor Richter, and when the first stage is loaded, the HUD turns to this. The first two points cap as normal, but when the cart reaches what the HUD thinks is the end of the track, it stops, and cannot move further. Any suggestions? I can upload the updated vmf if needed.
 

killohurtz

Distinction in Applied Carving
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Feb 22, 2014
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If you simply added more capture points to the end of the track from ABS' prefab, then you'll also want to find the team_train_watcher for that round and make sure each new CP/path_track pair is added in.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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You might have not properly changed the capture target to the next point. The cart will only move while the point is being captured, and as such the target of the cap zone needs to be updated each time.
 

Kube

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Hm, tried looking at all these things, but I still can't find a solution. Here's a link to download the vmf, if anyone's interested:

https://www.mediafire.com/?q05qcxhgdsfjhvk

I'd also be happy to give more specifics, if that would be the appropriate approach.
 

killohurtz

Distinction in Applied Carving
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Feb 22, 2014
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I think I found your problem!

You did add the additional entities to the team_train_watcher, but you have the wrong path_tracks for the path end and CP2. They should be cp_oneC3 and cp_oneB3, respectively.

88CybD0.png
 

Doktor Richter

L3: Member
Feb 13, 2014
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Beat me to it, killohurtz!

Also, Kube, you have two path_tracks near the end of stage 1 that have no "Next Stop Target"s.

One more thing: you have no means of getting the cart to the second round. You want want to have an OnStart output on the second t_c_p_round that does "TeleportToPathTrack" to the mspl_train emtity, using the first path_track of the second stage as the parameter.
 
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Kube

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Aug 31, 2014
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Oh, so nearly there!

I followed the instructions above, and for their worth, they worked! However, there are still a couple of roadblocks ahead to getting this logic in pristine condition. Firstly, have a look here:

2015_02_10_00006.jpg


This is obviously Merasmus' work. I must have disturbed his beauty sleep when I used the TeleportToPathTrack command. Secondly (and this is probably an easy thing to do), but how do you stop/start the cart from being able to be pushed? During the setup of the first round, the cart is going to be accessible to the Blu team, and needs to be able to stay put, even when members of the team surround it. Thanks in advance, and may the force be with you!

post-50335-Admiral-Ackbar-May-the-Force-b-STXB.gif
 
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Doktor Richter

L3: Member
Feb 13, 2014
116
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The path_tracks in the second stage are too high off the ground.

To stop blu from pushing the cart, disable the cap zone, and re-enable it when you want them to be able to push again. Or, just move the cart to somewhere where blu can't get to it until setup finishes.