PL logic failure help

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
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Sep 5, 2009
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http://forums.tf2maps.net/showthread.php?t=4674

Do you have this installed? If you do (and you should) this comes with a .vmf with all the official gamemode entities created so you can just copy and paste them into a map. It's also good for studying how to use the entities.
 

MoonFox

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Mar 17, 2015
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http://forums.tf2maps.net/showthread.php?t=4674

Do you have this installed? If you do (and you should) this comes with a .vmf with all the official gamemode entities created so you can just copy and paste them into a map. It's also good for studying how to use the entities.

I have an older version, and I also found red text in some random thing... I fixed it, now to see if it works (and I'm learning to do it from scratch)


and it didn't work
 
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killohurtz

Distinction in Applied Carving
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Feb 22, 2014
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There are many reasons that a cart might not move, including a lack of a push zone trigger, improperly linked path_tracks, or not setting the correct active control point. Without knowing your exact setup, we can't tell you the cause of your problem specifically. As for the HUD, that's generally handled by the team_train_watcher entity, which requires certain path_tracks and control points filled in to display properly.

Maybe you want to build it from scratch, but I urge you to either use A Boojum Snark's setups until you learn how it works, or at least follow this guide.
 
Oct 6, 2008
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Shouldn't this be in the mapping questions area?
 

MoonFox

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Mar 17, 2015
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I was at work all day... I can provide a vmf file (I am working per control point area for one reason: its easier to step by step connected areas.)
 

MoonFox

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Mar 17, 2015
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the suspense is killing me
 

tyler

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Sep 11, 2013
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I don't think anyone realized you posted the vmf because you edited your post rather than posting again.
 

MoonFox

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Mar 17, 2015
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I don't think anyone realized you posted the vmf because you edited your post rather than posting again.

make sense...
 

killohurtz

Distinction in Applied Carving
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Feb 22, 2014
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After inspecting your vmf, I can see you were following the VDC guide I mentioned above, and you stopped after adding the first capture point. I checked your logic against the guide and found several things you'll need to fix:

  • Your cart (the func_tracktrain) and everything parented to it needs to face right when you look at it in the Top 2D view, or else it will not work. Don't worry about aligning it with the tracks; it will automatically spawn at the First Stop Target no matter where it is in Hammer.
  • Your path_tracks need to be some distance off the ground. ABS' gametype library puts them 48u above the ground, but you may have to adjust that height a little depending on the height of your func_tracktrain's origin.
  • The phys_constraint for the cart needs the names of your func_tracktrain and cart model filled in.
  • Your trigger_hurt needs certain flags changed - navigate to the Flags tab in its properties and 1) uncheck "Clients" and 2) check "Everything (not including physics debris)"
  • You also need to change some flags on the func_tracktrain - check both "No User Control" and "Is unblockable by player"
  • Lastly, your capture trigger has no assigned control point. Set this to the name of your first point.

This should be everything you need to get your cart to move. Now, your HUD does not display because you don't have a team_train_watcher yet, which I assume is because you didn't make it that far in the guide. Once you create one and fill it in correctly, the HUD should display fine.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
After inspecting your vmf, I can see you were following the VDC guide I mentioned above, and you stopped after adding the first capture point. I checked your logic against the guide and found several things you'll need to fix:

  • Your cart (the func_tracktrain) and everything parented to it needs to face right when you look at it in the Top 2D view, or else it will not work. Don't worry about aligning it with the tracks; it will automatically spawn at the First Stop Target no matter where it is in Hammer.
  • Your path_tracks need to be some distance off the ground. ABS' gametype library puts them 48u above the ground, but you may have to adjust that height a little depending on the height of your func_tracktrain's origin.
  • The phys_constraint for the cart needs the names of your func_tracktrain and cart model filled in.
  • Your trigger_hurt needs certain flags changed - navigate to the Flags tab in its properties and 1) uncheck "Clients" and 2) check "Everything (not including physics debris)"
  • You also need to change some flags on the func_tracktrain - check both "No User Control" and "Is unblockable by player"
  • Lastly, your capture trigger has no assigned control point. Set this to the name of your first point.

This should be everything you need to get your cart to move. Now, your HUD does not display because you don't have a team_train_watcher yet, which I assume is because you didn't make it that far in the guide. Once you create one and fill it in correctly, the HUD should display fine.

I said I had found red text earlier... I wasn't sure if I was missing anything (and for the past month and a half; I have read that guide, and it appears the information slipped in some places)
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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and on a 2nd note... I've been reading the list in order, so I dislike the measures of certain instructions due to this... its annoying when I have to constantly flip around the website/page just to make sure everything is inclusive
 

tyler

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Sep 11, 2013
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If you have problems moving up and down a web page to check your work, Hammer might not be for you.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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it is that, its the fact of I have to X x ZX and Y, but to get x and Y working I need to do Z, which isn't till the end of the tutorial, which I want the data filled in as soon as possible so I don't get tripped up, which clearly... I tripped
 

tyler

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Sep 11, 2013
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Are you saying you expected your payload logic to work in game before you'd even finished the tutorial? Otherwise I don't understand what you're saying.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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Are you saying you expected your payload logic to work in game before you'd even finished the tutorial? Otherwise I don't understand what you're saying.

I expect it to cover its bases when the subject is brought up, setting up capture points, divided into 4 bits
track, path, point, and etc.
I should have to look under etc. to fix a problem in path (though I was aware of the minimum height above, I've always had an issue judging the distance I should have.)

in short, I'd like it to be self contained information



post note: its really the use of terms I have to search for somewhere else to figure out what it does and what it is
 

MoonFox

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Mar 17, 2015
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my other note, what does "World is cold" do, under map properties
 
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Zed

Certified Most Crunk™
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Aug 7, 2014
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It makes your map pessimistic.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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It makes your map pessimistic.

I chortled... AND THE CART WORKS... just need to fix the height of the track so it doesn't sit in the ground... but seriously; is it like just a effect where player can see their breaths?