Self driving payload?

Kronixx

L5: Dapper Member
Apr 17, 2009
205
38
Hey guys, i'm working on a project with a unique setup gate system. I need a payload cart that drives itself without people standing near it. I want 3 carts to drive to specified places, then blow up, triggering holes to blow out of my walls. Because standing around jumping circles shooting teammates and jarate-ing every person in sight is fun and all. But i want to try this system out to give people something to look at while setup burns by. I'm hoping it's possible :)

The carts dont need to be tracked by HUD or nothing like that. I just want them to drive from A to B and then blow up, but synchronized with the setup timer so they blow at 0 and WOOP WOOP GAME ON!

any tips on how to pull this off?
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Set the logic's number for case2 ( I THINK) to zero.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
4,775
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Uhh, so they aren't payloads? as in they are basically detail? Just remove the whole payload logic system. What you want is a normal train like what they've always been. :)
 

Kronixx

L5: Dapper Member
Apr 17, 2009
205
38
Uhh, so they aren't payloads? as in they are basically detail? Just remove the whole payload logic system. What you want is a normal train like what they've always been. :)

yes they are just payloads without the "stand near me to drive me" system. They will just drive themselves along the track and then kaboom themselves. :p
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Yeah, just have a payload that is triggered (Like, setspeed) at roundstart and drives toward the wall. Could take a bit of timing work to alter the speed of the cart so that it is at the wall when the timer hits 0.

And then you'd just trigger an explosion, kill the payload and probably generate some smoke or something.
 

Kronixx

L5: Dapper Member
Apr 17, 2009
205
38
got it working, just trying to sync it up now to the setup timer which is proving to be a hassle....

another question though, can i disable the cart from moving in the "waiting for players to join" phase....it kinda just drives halfway right now, then resets, then starts driving again. Kinda silly to me.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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Perhaps using the OnSetupStart output to move the carts, rather than a logic_auto or whatever.

and syncing them shouldn't be too hard. Use the radius sphere on an ambient_generic to measure the distance between each pair of path_track, add it up, and you have the total distance. Then the timing is easy with speed or tweaking.
 

Kronixx

L5: Dapper Member
Apr 17, 2009
205
38
Perhaps using the OnSetupStart output to move the carts, rather than a logic_auto or whatever.

That's actually what i'm using exactly. My team_round_timer is activating my cart OnSetupStart. Except apparently "waiting for players to join" is also apart of setup phase? :confused:

i'll whip up some screenshots perhaps that'll help?
 

Kronixx

L5: Dapper Member
Apr 17, 2009
205
38
Aight here's the screenshot of my little cart activator buddy and another issue i'm not figuring out


Here is my team_round_timer outputs tab with the activator for the cart selected. And another line is there that is currently in question, the one with the BreachWall_Trigger [kill]
cartactivator.png


The above trigger [kill] refers to this wall. Problem is, it doesn't die when it's supposed to! It's invisible to walk through and everything during setup phase, but once setup phase it over, there's an invisible wall where this box is....what am i doing wrong?
triggerbox.png




--UPDATE--

Fixed the invisible wall problem. It was the nodraw box inside the train model. It was not being killed. Alas, i have slain it. :)
 
Last edited:

Kronixx

L5: Dapper Member
Apr 17, 2009
205
38
Thanks for all your helps. Got the system working perfectly this morning, 3 carts synced perfectly to blow the walls on 0 of the setup timer. perfect!

look forward to seeing it in my first alpha hopefully coming in a week or two. It's found in my map, CP_Breach (link in my sig)