Problem with Payload Cart and Spawnpoints

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
So, I'm working on a payload map, and I've got just a few problems I need to fix before I can post A1. First and foremost, it would appear that, for some reason, Red is spawning at Blue's spawnpoints. I've checked and double checked the properties, and the Team is set correctly. If I hide Blue's spawnpoints, everybody spawns at Red's spawnpoints, as would be expected. I have also deleted and recreated all spawnpoints twice, but to no avail. Does anyone know of any way to fix this?

My other problem is with the payload cart itself. When going up a certain hill with a slope of 1/2 and set to a rollback zone, the cart will occasionally bounce around, and when it rolls down the hill, its back end goes up a bit. It also bounces a bit on other hills, but not as much. Another problem is that it turns backwards when passing the final point. I will add that I have directly copied from the ABS gametype library.

Any help would be nice. Thanks!
 

Erk

erk
aa
Aug 6, 2016
433
1,098
If Red team is spawning at Blu base, then you must have set your spawnpoints incorrectly.

I would check again to make sure that they are set correctly.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
Don't copy from the gametype library if you can't construct it yourself. It's meant to make things easier, but if you don't know how to make it from scratch you won't be able to find any errors you might run into!
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
If Red team is spawning at Blu base, then you must have set your spawnpoints incorrectly.

I would check again to make sure that they are set correctly.

I've already said that I've double checked the Team properties of the entities; Red spawn is set to Red, and Blue spawn is set to Blue, but it seems that the red spawns are deactivate somehow.

Don't copy from the gametype library if you can't construct it yourself.

I can construct it myself, and do know how to fix other errors; I think this error is more of a physics error than a logic one, though.
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Update: I tried spawning in bots, and all bots, regardless of team, spawned in the very same spawnpoint: the first blue spawnpoint. I retried after deleting that spawnpoint, and achieved the same results, but in the second blue spawnpoint instead of the first.
this is a problem.png

Here is a picture of the original blue spawnpoint. All other blue spawnpoints are paste specials of this one.
this too is a problem.png

Here is a picture of the original red spawnpoint. All other red spawnpoints are paste specials of this one.

(apologies for the double post)
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
Do you have func_respawnroom trigger set for spawns? Because that is required for things to work correctly. It has also a team setting.
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Do you have func_respawnroom trigger set for spawns? Because that is required for things to work correctly. It has also a team setting.

Yes, I do have one func_respawnroom for each spawn, with the Team setting set to the corresponding team. The spawns were working before I added the payload logic, but, for some reason adding the payload logic broke everything.
 

corpsgrinder360

L1: Registered
Jan 30, 2016
29
6
for the cart bouncing problem i just set my cart default high above track to 4 and i have set the path_tracks 48 hammer unit's above were the cart rolls. Make sure you have no spelling errors in the pl_logic stuff you've added, and make sure everything is linked to its proper entity.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
I remember someone having this problem before but i can't find the thread. I think it had something to do with team_control_point_round or something. One of the entities that comes with the payload logic also controls who spawns where at the beginning of each new round and it must have caused the issue when you added it. Sorry i couldn't be of more help, i'm on mobile.
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
for the cart bouncing problem i just set my cart default high above track to 4
Can you explain?

Thanks @sooshey, you seem to be right. I deleted the team_control_point_round, since I've only got the first stage, and everything seems to work correctly.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
Can you explain?

Thanks @sooshey, you seem to be right. I deleted the team_control_point_round, since I've only got the first stage, and everything seems to work correctly.

Now that i think this over after reading your line, adding simply round_a there as Name there would also fix this issue you are having. (To team_control_point_round)
 

corpsgrinder360

L1: Registered
Jan 30, 2016
29
6
func_tracktrain should say something like height above track i set my to 0 but mess with that a bit it seemed to help me but instead of changing that value, i just moved the path track toward center of the payload prop. sorry if i was undescriptive about this if i need even more detail please let me know