Second spawn for red does not enable properly, and hud does not display properly (payload)

silverSketch

L1: Registered
Jul 4, 2019
11
2
Been having an issue in which my red spawn does not enable properly after the first point, even though I have it set to enable in the outputs of the control point. I have a blu second spawn set up, and it enables completely fine. I don't really know what to do at this point, so I'll just link my map's file.

My second problem is that the hud does not display properly and only shows one point, but this isn't really something I'm worried about at the moment.
 

Attachments

  • pl_unnamed_b3.bsp
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Oct 6, 2008
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HUD is controlled by two entities:

Team_train_watcher
CAP point hologram models

team - has to have the name of your cap point and the path_track node associated for that point < which also tells the game where to put the icon on the line in terms of distance

Cap point model - each one has to have a unique name and index number 1-8 you cannot have more that 8 in a map

then the progression of the cart on the HUD and in game is controlled by path_node logic

i.e.
on pass capture current cp
on pass set 'the name of the next point to be capped' this tells the game you now own x and y is the next item up for grabs
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
Hey, sorry for the delay in checking your file.

Your team_train_watcher's ending node isn't the actual final path_track; replace 'final_path_point' with 'final_path_point5'. Everything else (payload-wise) seems to be set up properly.
 

silverSketch

L1: Registered
Jul 4, 2019
11
2
thanks for the tips! I'm a relatively new mapper with not much experience with payload lol