How to make a fully working bridge on payload?

I Darkstar X

L3: Member
Oct 19, 2017
115
10
What about a door? The cart stops in front because the path ahead is disabled, but when the door is open and the path ahead enabled it won't budge unless its unpushed then repushed.
 

Mouse

L1: Registered
Sep 11, 2011
14
5
For a payload cart yer going to be using a func_tracktrain info linked here.
If you wanna make it stop over or before the bridge set up an I/O going
from the path_track or timed somehow such to stop it at the desired spot,
make it so that the number of players touching it keeps it's speed at 0
you can stop the train by using SetSpeed 0 and then start it again.
Make sure you re-setup things to how they were before the bridge.

For a bridge that moves func_door or func_door_rotating
is what yer looking for, probably depending on desired effect.
Part of your logic for this event will want to be to parent the
cart and all of it's various parts to the door if it's to move with it
then changing the parent afterwards so it can continue on freely.
Find more information about all of these I/O controls from the VDC.
And good mapping!
 

I Darkstar X

L3: Member
Oct 19, 2017
115
10
For a payload cart yer going to be using a func_tracktrain info linked here.
If you wanna make it stop over or before the bridge set up an I/O going
from the path_track or timed somehow such to stop it at the desired spot,
make it so that the number of players touching it keeps it's speed at 0
you can stop the train by using SetSpeed 0 and then start it again.
Make sure you re-setup things to how they were before the bridge.

For a bridge that moves func_door or func_door_rotating
is what yer looking for, probably depending on desired effect.
Part of your logic for this event will want to be to parent the
cart and all of it's various parts to the door if it's to move with it
then changing the parent afterwards so it can continue on freely.
Find more information about all of these I/O controls from the VDC.
And good mapping!

After a setspeed input, how do I disable the setspeed?
 

Mouse

L1: Registered
Sep 11, 2011
14
5
Interesting.. I took a look at the gamemode logic, there doesn't seem to be anything
scaling the train's speed by default based on number of players pushing the cart.
I know that this exists, but maybe it's simply a function of the game engine itself.
Looking at the func_tracktrain linked information on the VDC, it seems maybe
the Stop, StartForward, or Toggle inputs are what you are looking for.

This might take some testing - anyone have any experience with this?

Maybe you could have a look at Snowplow decompiled or some map
that has this type of functionality included in it to see how it was done?

Remember that SetSpeed is a ratio based on the min/max speed of the train
so if you want it to stop you would set it to 0, and to start again set it to 1
if that is the approach you end up taking. Don't mind me, I don't know
exactly what or how to accomplish this kind of behavior, but I hope
to have been helpful in getting the ideas flowing.
 

henke37

aa
Sep 23, 2011
2,075
515
The train watcher has the option to handle train movement for you.
 

fbi.bmw.ultra.car

L2: Junior Member
Dec 27, 2018
95
6
Thank you all, im trying to make a halloween map, where the blue team will start in a castle and at the beggining the bridge will roll down so they can push
 

fbi.bmw.ultra.car

L2: Junior Member
Dec 27, 2018
95
6
Also does anyone know, how to make prop_static / prop_dynamic or any prop basically work like a button? I mean if i shoot it or something, so it will maybe make the doors open. Is that even possible?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Also does anyone know, how to make prop_static / prop_dynamic or any prop basically work like a button? I mean if i shoot it or something, so it will maybe make the doors open. Is that even possible?
you can surround it with a func_button textured with nodraw, you won't see the button but you'll hit it and fire the OnPressed or OnDamaged output
 

fbi.bmw.ultra.car

L2: Junior Member
Dec 27, 2018
95
6
Also i figured out the bridge, any suggestions how to connect the rails with the texture so it will go down in the same time?
 

Mouse

L1: Registered
Sep 11, 2011
14
5
Well if your door has a name then your track can be parented to it.. but these props can't be
prop_static, I think prop_dynamic can be moved though. As for your button, try stretching out
a glass texture, buttons must have to render or something. Could be a spawnflag for it.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
How to parent it?
If your bridge doesn't have a name, give it one. Next, go into your prop_dynamic fence's settings and under the Parent field put your bridge's name to set it as the parent
 

fbi.bmw.ultra.car

L2: Junior Member
Dec 27, 2018
95
6
Oh yes im dumbass, last thing how to make the bridge go down? I did it once, i check every flags i have to, but it always rotates to the side and not down
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Oh yes im dumbass, last thing how to make the bridge go down? I did it once, i check every flags i have to, but it always rotates to the side and not down
Try changing the movement direction + movement axis. The origin on which it rotates on should also be located at the bridge's hinges (assuming it's a func_door_rotating)