Last payload cap screw ups

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Im sorry if I bug the site with questions (seems like I am to me XP), but I am determined to not just let this map fall through like the rest, and I need help with the last payload. After following the SDK wiki's instructions on the final point and explosion, my stuff still didnt work. It didnt really explain what to do on the final point. So I looked at Badwater's entity setup, and it was rather different from what the wiki had said. Then I looked at BoojumSnark's entity setup, and it seemed similar to badwater, but Im thinking copying the points and path_tracks and stuff would take forever to reapply them to my map (An exaggeration of course, but I'd rather not do it). So to break it down

1. Last Cap not appearing on HUD
2. How should I set up the entity's? Should I just delete everything relating to the final point and start it over?

I dont know how you guys do maps often and so well :p

thanks for any answers, if more clarification is needed I will give it, I just want my cap to work x_x (the first 3 work perfectly, so its only 4 BTW)
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
If you got 5 or more cps you cant get the 5th to show up. So if you got 5 than thats the couse. (which i dont think you made as mistake).

However, for the 4th cp you have to add 2 lines in the watcher that arent there by default. The watcher only has 3 cps in it and youll have to copy those lines for CP4. There is no need to edit the track for that so it shouldnt be too much work for you to fix that.
 
Aug 19, 2008
1,011
1,158
take ABS´s prefab and apply it if nothing else works, its a chore, but worth it

the missing 4th cp might have two reasons
1. somewhere 2 path-track entities are not connected, check your error console (Alt+P)

2. check if your team_train_watcher has the 4th CP, the values need to be added manually

 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
I never knew you could add stuff to an entity, thats cool :) I added that and it showed up just fine, but the point didnt cap, among other things, so I guess I will just copy ABS's prefab. So much for trying to learn it for myself :(
 
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Ninjilla

L420: High Member
Sep 13, 2008
445
116
Ok, so I copied AB's prefab and its all working and laid out, only problem is when my carts going on its merry way, it tends to kinda crash in the floor, making my screen shake, and when its going on a straight path it wobbles up and down, and gets stuck on the tiniest of lips. I raised the height from track 5 units, and it helped a bit, but I dont want to make it just totally float. Any help? :)
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
move up the actual train, and make the prop no collideable
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
The cart is a physprop, so you need to keep the path clear of any props and/or terrain that the cart can collide with. This includes remembering to turn off collisions on all the track models.
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Mmk, I was wondering what was doing it and thought my path tracks were just crap. Im guessing my displacements are the problem. Thanks Boojum Snark:)

destroyed my displacements so they were all flat and made my track have no physics, and it continued, so it may have been in the floor or something? I raised it some units from the track and it seems to work so far, but looks a bit floaty. Hope I find a fix.
 
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Ninjilla

L420: High Member
Sep 13, 2008
445
116
Well this seems to be my big ol' problem thread. I guess I made a stupid move and save as'd my map to a different, anme, and now it wont save what Ive done in ahmmer once its compiled. the vmf is saved, but the actual bsp doesnt change. I deleted the files that came from the new save as'd map, but its still messing up. Ideas? >_<

EDIT: I just took my friends advice and deleted the .BSP's and instead of making new ones on compile, it just tried to find the old ones and now Im in more crap >_<
 
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Ninjilla

L420: High Member
Sep 13, 2008
445
116
I did, apparently its my setup doors, but I dont have an godly idea what they are leaking into. My whole area seems sealed, and they arent going through the walls anyway. I am a bit too tired to deal with it right now, but I will try tomorrow. Stupid func_doors leaking <_<