Payload Race Single Stage Fixed Prefab

Payload Race Single Stage Fixed Prefab V1

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
ZIP file contains one VMF with a working prefab for single-stage Payload Race, based on ABS's Ultimate Mapping Resource Pack's version, as the resource pack hasn't been updated lately and the single-staged PLR prefab is buggy.

It fixes the following problems:
1. Adds a team_control_point round entity and changed the playerspawns accordingly.
2. Changes the setup timer to 5 seconds, silent countdown to be in line with the Hightower setup.

If you use the version from ABS's pack, there will be bugs that manifest in many ways, per example HUD errors and especially BLU team being unable to block the RED cart.

It took me quite a while to figure out what i had to do to get it working, so here, have this so you don't have to figure it out.

Usage:
There are two custom visgroups inside the VMF. With the "Sky/Walls/Light" visgroup, you can either make sky, walls and light invisible or visible if you want to run a test compile. The second group, "Readme", just hides the the Readme Notes.
I left everything unchanged except for the two fixes above, so the prefab still includes an example rollback zone and an example junction.
 
Last edited:

Aeix

L3: Member
Feb 14, 2016
147
58
I assume ABS' multi-stage plr logic works fine then?
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
I haven't actually tried that out until now. I guess it will, because you need the things i put in for it to work on a basic level anyway.
I basically just added a way to tell the game that this is a single round of payload race, which wasn't there before, probably making the game think it was a regular payload map (at least that would explain the inability to stop the cart.)