"new" gamemode problems

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S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
Actually its not really, because it is a bit (or completely - can't remember correctly) based on the rocket riot thing some of the guys here where planing to do...

So what I want to create is a map where:

there a 3 cps and 2 bomb carts (one each team) and 2 tracks for each cart. Both team have to push their cart to their giant rocket. Meanwhile or afterwards (depending on the teams strategy) the teams have to fuel their rockets using the fuel CP or auxilary fuel CP (half as fast) IF the rocket is fueld, the bomb is inside the rocket and the team also caps the Launch Control CP than that team has won. I think this would be a lot of fun.

So how much did I steel from the rocket riot thing?

MY PROBLEM NOW:

is that I can't to seem the part with the CPs to work. Therefore I've uploaded my work and thought you might like to give it a try.

Files removed

If you get it working properly than please share it with the rest of us ;-)

UPDATE:

my logic layout

pc_scheme.jpg
 
Last edited:

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Lol that sketch is mad
 

Mar

Banned
Feb 12, 2009
607
63
As i understand it, Hammer doesn't support CP's and PL running in the same map.
or at least the HUD doesn't.

So I doubt that this would really work unless Valve fixes that issue in the new update.
 

Queops

L2: Junior Member
Apr 30, 2008
77
3
Well, despite being exciting to mix up two gamemodes, Valve didn't give support for it yet... which means that... well... either CP or PL because the HUD only shows up one gamemode.
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
Come on people, just put the hud thing aside for a while. There are ways to work around that one.

I postet this here for answer to the logic problem I have and maybe some feedback on the gameplay. What's with all the negativity? Seriously!?!


If you help me fix the logic thing I'll show how well you can pull it off with the current SDK!
 

Mar

Banned
Feb 12, 2009
607
63
It's not negativity. It's more that we are facing and impossiblity.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Regarding the HUD -> Do what Snaketemple did and use custom CP Icons to display the progress of the cart(s)
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
So how much did I steel from the rocket riot thing?
Basically, you took Rocket Riot, took out one rocket, and added in 2 payloads.
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
MY PROBLEM NOW:

is that I can't to seem the part with the CPs to work. Therefore I've uploaded my work and thought you might like to give it a try.

If you detail what currently IS happening and what is SUPPOSED TO BE happening, I'll gladly look at it. "Can't seem to get it to work" is to vague a starting point for me.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
Sounds interesting.
warning on downloading map: File size is big due 100 pages manual :p
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
Regarding the HUD -> Do what Snaketemple did and use custom CP Icons to display the progress of the cart(s)

Thanks. I know the map and had sth like that in mind already ;)

Sounds interesting.
warning on downloading map: File size is big due 100 pages manual

The map has only 3 objectives: push the cart, then fuel the rocket, then cap launch_control, which can be displayed to the player quite easily without any confusion.

If you detail what currently IS happening and what is SUPPOSED TO BE happening, I'll gladly look at it. "Can't seem to get it to work" is to vague a starting point for me.

well, I think the problem lies within the counter not working correctly...

I have the following entities:

math_couter (rocket_start_red) min = 0, max = 2
math_counter (rocket_fuel_red) min = 0, max = n
logic_timer (fuel_counter_red_1)
logic_timer (fuel_counter_red_2)
logic_timer (fuel_counter_red_2)

and the CPs

launch_control
fuel_station

now launch control just adds 1 to "rocket_start_red" and substracts 1 from the enemies rocket start counter. Works fine.

fuel_station is supposed to start the counter 1&2 which are supposed to add 1 every second to the "fuel counter" if that hits max it adds one to "rocket start" counter, which on hitting it max triggers the roundwin.

Entity Settings:

fuel_counter_red_1:

Name: fuel_counter_red_1
Start Disable: Yes
Use Random Time: No
Minimal Random Interval:
Maximum Random Interval:
Refire Interval: 1

Ouputs:

OnTimer - rocket_fuel_red - Add - 1

Inputs:

trigger_capture_area - OnCapTeam1 - Enable
trigger_capture_area - OnCapTeam2 - Disable

fuel_counter_red_2:

same as above

rocket_fuel_red:

Name: rocket_fuel_red
Start Disabled: No
Initial value: 0
Maximum legal value: 0
Maximum legal value: 10 (for testing set low)

Outputs:

OnHitMax - rocket_start_red - Add - 1
OnHitMax - fuel_counter_full_red - Display
OutValue - fuel_counter_started_red - Display [just for testing - wont display - but works if I target the text from the capped cp]

Inputs:

fuel_counter_red_1 - OnTimer - Add - 1
fuel_counter_red_2 - OnTimer - Add - 1
fuel_counter_red_3 - OnTimer - Add - 1


rocket_startl_red:

Name: rocket_start_red
Start Disabled: No
Initial value: 0
Maximum legal value: 0
Maximum legal value: 2

Outputs:

OnHitMax - counter_red_win - Add - 1
OutValue - launch_control_capped - Display (testing: works fine)

Inputs:

trigger_capture_area - OnCapTeam1 - Add - 1
trigger_capture_area - OnCapTeam2 - Substract - 1
rocket_fuel_red - OnHitMax - Add - 1


That should be enough for some proper feedback, shouldn't it?
 
Last edited:

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
sonofa, i just poked around
I blame your on cap - toggle of fuel counter red 2 (at least at first glance). Looks like red capping would enable, then toggle...so basically turning it back off.
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
All I had to change was that after enabling a logic_timer I also had to use FireTimer on that timer!
 

S3BB0_L1C1OUS

L3: Member
Nov 2, 2008
118
13
almost finished!

Hey Guys,

well I'm almost finished with the maps logic.

You can fuel and start the rockets as both teams and you can push the blue cart to the end so blue can win.

However you can't push the red cart though I am pretty sure I correctly mirrored everything from the blue cart and changed the appropiate settings, names etc. Anyways I'm too tired to find the mistake now, so I'm going to sleep now.

Current Hammer Map File - Have fun with it!