Payload Gate Problem

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
I'm trying to make something similar to Snowycoast's gate near the last point, but I keep having issues with it.

I tried the following:
1. I set the team_control_point entity immediately before the gate to disable the next pathtrack, and have it open then gate. I set the gate to re enable the pathtrack OnFullyOpen.
2. I set the aforementioned team_control_point to disable the cart's push trigger and open the gate, and have the gate re enable the trigger OnFullyOpen again.
3. Repeat 1 and 2, but replace the team_control_point with the pathtrack that the cart passes over when it captures the point.

None of these worked; the gate opened propery, and the cart couldn't be pushed, yes, but once the gate fully opened, the cart couldn't be pushed ever again. On top of that, while the gate was opening, the cart's automatic roll-back timer (the 20 second one) could still appear if nobody was on the cart for a while, which is NOT supposed to be happening.

I'm running out of ideas and the only thing I can think to do now is a. make this thread and/or b. put the decompiled map for download and have somebody more experienced than me figure out how to do it for me and tell me how they did it.
 

Crash

func_nerd
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Mar 1, 2010
3,315
5,499
I think I follow what you're trying to do, but I'm not 100%. Are you just trying to pause the cart while something happens and then let it go again when it's done?

Maybe set the cart speed to 0 until it's over?
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
I think I follow what you're trying to do, but I'm not 100%. Are you just trying to pause the cart while something happens and then let it go again when it's done?

Maybe set the cart speed to 0 until it's over?
Exactly, like when the cart waits for Snowycoast's door, Thundermountain's bridge (on the first stage), or Barnblitz's turntable.
Gonna try the speed thing and see how that works out.

EDIT: With the speed thing, do I need to make the pathtrack change the trainwatcher's SetSpeedForwardModifier to 0, then have the gate do the opposite OnFullyOpen?
Do I do something similar to the SetTrainCanRecede so that it can't roll back when this is happening?
 
Last edited:

EArkham

Necromancer
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Aug 14, 2009
1,625
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I used the speed=x thing for snowycoast fwiw. All that logic goes through a logic_relay triggered by the path_track "OnPass", too, in case I needed to move it forward or back or whatever.
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
I used the speed=x thing for snowycoast fwiw. All that logic goes through a logic_relay triggered by the path_track "OnPass", too, in case I needed to move it forward or back or whatever.
Oh...jeez. I'm relatively new to this kind of stuff, so the logic_relay thing kinda threw me off.

I did what I mentioned in the edit, and the cart stopped, didnt reced, gate opened, etc. Of course, though, it won't move again afterwards. I had the gate set the forwardmodifyer and the canreced's parameters to 1, OnFullyOpen. I feel like it's the OnFullyOpen that's causing the issue here...maybe? I haven't got a damn clue.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
I set the trainwatcher's SetSpeedForwardModifier to 0.01, not 0. Setting to 0 causes problems like the one you're experiencing. Then yes, once the gate opens OnFullyOpen, it sets it back to 1.

The logic_relay thing is just for organization and modularity. It's not absolutely necessary, but it's a good habit since it makes it easier to change and test.
 

Luigi1000

L2: Junior Member
Dec 12, 2015
65
14
I personally on pass of the path track I need it to just disable the cap area, setspeeddir 0, increase the recede time to a high number and once action has finished, then set recede time back to 30 and then enable the cap zone. I personally don't like to change the forward multiplier as I noticed its significantly buggy to work with for both waiting events as well as times when I require the cart to automate through an area (elevators, caves, etc..).
 
Oct 6, 2008
1,947
445
Have you looked at the decompiled versions of those maps to see how they do it?

edit: How the heck did I reply to this so late and not see any of the above...

LOL Crash got Ninja'd - that's something you don't see very often - like almost never!

I just do it this way:

on pass - disable cap zone
on door fully open - enable cap zone

^^^ this way you can trigger another push zone to happen - like an elevator, etc
 

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
BREAKTHROUGH!

Turns out the reason the cart wouldn't move WASN'T because the door events or whatever were wrong, but because the gamemode logic wasn't set up properly. You see, I used the ABS pack to make the payload track, and deleted the third cp to create a 3 cp payload track. I think I changed something that I wasn't supposed to in the trainwatcheer logic, or something sililar, but the problem doesn't lie with the gate.

If anyone can explain to me the best way to create a single-stage payload map with 3 cps with the ABS prefabs, that'd be amazing.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
The prefab is 3-4 points, however! It is always good to reasonably space the points, and also do it from scratch. I forget who told me this, I think it was either velocity or crash, that always learn to do it from scratch, so when the time arises and bugs happen, you are ready and can quickly resolve