Help with some logic- I've tried so much!

Kube

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Aug 31, 2014
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This is the only thing left before my next map's a1 release. I've tried, tried, and tried some more to configure Tug-O-War logic on my map, but once I try to do something to fix the problem, more problems surface.

Here is one version of the map (Blu can't push until Red does, and Blu's pushing is slower) and here is another version (copied logic from plr_dogbread with FubarFX's permission; the mid point doesn't show up, and the cart can't be pushed at all).

I'm sorry I've been so persistent in asking in chat for help, but I've seriously spent hours on this to no avail. There is no true, working prefab for Tug-O-War available publically, so I might make one if I can get it working.

Thanks in advance,
Kube
 

Kube

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Aug 31, 2014
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Bumped. I'm desperate, OK?
 

Kube

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Had a chat with Geit, and I felt the need to clarify- I think I pretty much understand the logic behind TOW, but I still can't find the exact sources of the problems in either of the .vmfs.

I think it just need someone else's eye. Actually, I don't really know anymore.
 

Kube

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Bumping this out of rage.

When I'm trying to make a map and the only thing left to do is the logic:

hz2mu.jpg
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
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lol...
 

Kube

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I'd offer help, but I have none. Sorry. Just wanted to let you know you're not being ignored.

Thanks, I'm really glad to hear that.
 

tyler

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Sep 11, 2013
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If I wasn't on vacation without my computer I'd figure it out for you. Maybe just bug fubar in chat?
 
Oct 6, 2008
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Kube

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Aug 31, 2014
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If I wasn't on vacation without my computer I'd figure it out for you. Maybe just bug fubar in chat?

First of all, true mappers never take vacations, only recuperations. Secondly, I've PM'd Fubar about this on the site; hopefully he can have a look at the version of the file where I copied his logic from plr_dogbread.

Go - decompile my pl_warpath_b7 map - you'll find the coding there for tug of war.

http://forums.tf2maps.net/downloads.php?do=file&id=6327

I'll see if I can add the prefab into the tutorials and resource download section later

For the sake of this thread, I'm going to repeat what I said in the other thread you posted this:

I decompiled the map using VMEX, and I got this error when I opened the .vmf in Hammer:

File [FILEPATH OF .vmf], line 243136: unexpected end of file

This is usually a sign of a corrupted .vmf, but I don't understand how a decompiled .bsp would be corrupted like this, even after redownloading and redecompiling. Thanks anyways, I'll be continuing to work on finding a solution.
 

Kube

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VMEX probably can't decompile the lightmap keyvalue on static props like BSPSRC couldn't do before the update to fix that was released (I suspect VMEX didn't receive an update?).

Huh, it's probably VMEX. I'll look into the other decompiling tools and report back when I do.

Edit: Decompiling of pl_warpath worked, so I'm going to look into it's logic. I'll make a new post and tell you if I can get it working.
 
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Oct 6, 2008
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Edit: Decompiling of pl_warpath worked, so I'm going to look into it's logic. I'll make a new post and tell you if I can get it working.

Now comes the fun par in going insane looking at the code! ROFL - the coding works but drives me insane!

Note: under the bridge center section under the boxes on one side or the other - you find a lot of the other game entities there too.
 

Kube

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okay okay okay, I'll get a prefab out today

Thank you! So much! I'll try to use it today, and release the map with it.

This proves that if you ask enough, complain enough, and bump your thread enough times, you can do anything!
 
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