Different kinds of payloads..?

iFAEID

L1: Registered
May 25, 2009
8
0
Hi, I'm new to mapping
I have grasped the basic concepts; brushs, props, basic entities, texturing, subdividing,sewing ect ect.

On to the question... is there any way to have a payload that doesnt move on tracks?

I have this idea of having a ball be the payload, and you can move it around, shoot it etc. It would start in the center of the map and each team would have a payload pit, where the opposing team would have to deliver the ball. Basically each team would try to control the ball so as to get it to the other teams pit first. It would be possible to stalemate.

I wish to make this idea into a basic map, and maybe do some more complicated ones if it goes well. [Please do tell me if this has been done before.. I dont want to go on thinking this is an original idea if it isnt...]

Please help a newb in need :) Thanks for reading
 

zpqrei

Theme Changer Extraordinaire
aa
Oct 19, 2008
1,067
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It could be done. See the many football (not handegg) maps around. Create a prop_physics_multiplayer and create a trigger in the pit so that when the 'payload' goes in the pit, it does whatever. You couldn't do a hud unless you did what GRIMGRIZ did in Dustribute. You'd have to ask him about that.
 

iFAEID

L1: Registered
May 25, 2009
8
0
Thankyou very much :D Now I can get started :D

I'm glad that none of those are payload
 

Mar

Banned
Feb 12, 2009
607
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Also take a look at cube soccer. It even has the big BOOM! at the end.
 

TheAnonymousMrP

L1: Registered
Oct 25, 2008
12
5
Might be possible to do a HUD if you divided the area into a series of trigger_multiples filtered to the ball, along with using the now-existent TeleportToPathTrack input on tracktrains to emulate the progression of a payload. It'd be 1 dimensional, mind.

Well, maybe.
 

iFAEID

L1: Registered
May 25, 2009
8
0
Might be possible to do a HUD if you divided the area into a series of trigger_multiples filtered to the ball, along with using the now-existent TeleportToPathTrack input on tracktrains to emulate the progression of a payload. It'd be 1 dimensional, mind.

Well, maybe.

But I'm a newb mapper :eek:
I dont even understand that XDXDXD
 

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
That would probably be too much processing to be worth it, unless you had a very small amount of triggers, in which case it wouldn't even be worth having the HUD in the first place :|
 

iFAEID

L1: Registered
May 25, 2009
8
0
That would probably be too much processing to be worth it, unless you had a very small amount of triggers, in which case it wouldn't even be worth having the HUD in the first place :|

Yes, a hud is not really necessary... It should be easy to fin the ball as there should be a battle going on around it right? :)
 

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
That's true. But you could also have some non-GUI indicators of the position of the ball, like a particle effect trail or something.
 

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
parent a info_particle_system inside of the ball and set the "effect name" or whatever to something on here: http://developer.valvesoftware.com/wiki/List_of_TF2_Particles

I'm not sure if there's HL2 particles you could use if you're desperate but that's the list from TF2.

So your info_particle_system should look something like this (some of it anyway)
Parent: phys_ball (whatever you called it :p)
Angles: (doesn't matter AFAIK)
Effect Name: rockettrail (or something like that)

It sounds like an interesting game mode you have going, make a thread when you have enough to show us here :)
 

iFAEID

L1: Registered
May 25, 2009
8
0
parent a info_particle_system inside of the ball and set the "effect name" or whatever to something on here: http://developer.valvesoftware.com/wiki/List_of_TF2_Particles

I'm not sure if there's HL2 particles you could use if you're desperate but that's the list from TF2.

So your info_particle_system should look something like this (some of it anyway)
Parent: phys_ball (whatever you called it :p)
Angles: (doesn't matter AFAIK)
Effect Name: rockettrail (or something like that)

It sounds like an interesting game mode you have going, make a thread when you have enough to show us here :)

Thankyou for that, if I parent something to the ball it should move with it right?