Intro
Hi all; I'm working on a new PLR map which will have some slightly unusual characteristics. Rather than going into all the details on this first post, I'll just outline the basics and the specific problem. All my entities were initially in ABS's gametype VMF and also tested in plr_lumberyard.
The Premise
1: The OnNumCappersChanged2 output from the trigger_capture_area around each cart sends the number of players capping as an output to a logic_case (just as in ABS's library).
2: The logic_case looks at this input. If it's -1 or 0 (cart blocked or no players on the cart), it sets one of the two values in a separate logic_compare entity to 0. If there's 1 or more players capping, it sets that value to 1.
3: There's one logic_case for each cart; but each logic_case submits one of the two values to that single logic_compare entity.
4: The logic_compare entity compares a value (1 or 0) from each of the red and blue carts. From the comparison, it decides which cart to move in which direction, and sets the carts' speeds.
Now, the whys and whats of the directions and speeds aren't important. The problem relates to registering players as capturing in the first place, and translating that through.
The problem
Any Blu player on the Blu cart registers correctly as pushing it. It all works.
But in order to register as capping the red cart, you either have to get a scout on it, or 2 red players. One player is not enough.
Due to the way this logic_compare compares values which are either 1 or a 0, a scout on each cart will result in a block, and no cart moving. But a scout on blu and a non-scout on red, will still move blu. It's like one single pusher is not enough to register on the red cart, for some reason.
The 'Number of [RED/BLUE] players to cap' on the trigger_capture_area is set to 1 for both teams for both carts. That's pretty standard I believe; so I don't think it's that.
*edited* P.S. I just remembered: a possibly-related, possibly-not thing is that no matter whether anyone's pushing the carts, from the very start of the level they are making a kind of engine noise, possibly similar to the rolling noise, or at the very least a motor sort of noise. But they don't move without someone pushing. I haven't changed the sounds.
Does anyone have any idea, from this information, of the sort of bug or misplaced setting / unconsidered factor that might be causing this?
Many thanks for any and all suggestions,
Mokagogo
Hi all; I'm working on a new PLR map which will have some slightly unusual characteristics. Rather than going into all the details on this first post, I'll just outline the basics and the specific problem. All my entities were initially in ABS's gametype VMF and also tested in plr_lumberyard.
The Premise
1: The OnNumCappersChanged2 output from the trigger_capture_area around each cart sends the number of players capping as an output to a logic_case (just as in ABS's library).
2: The logic_case looks at this input. If it's -1 or 0 (cart blocked or no players on the cart), it sets one of the two values in a separate logic_compare entity to 0. If there's 1 or more players capping, it sets that value to 1.
3: There's one logic_case for each cart; but each logic_case submits one of the two values to that single logic_compare entity.
4: The logic_compare entity compares a value (1 or 0) from each of the red and blue carts. From the comparison, it decides which cart to move in which direction, and sets the carts' speeds.
Now, the whys and whats of the directions and speeds aren't important. The problem relates to registering players as capturing in the first place, and translating that through.
The problem
Any Blu player on the Blu cart registers correctly as pushing it. It all works.
But in order to register as capping the red cart, you either have to get a scout on it, or 2 red players. One player is not enough.
Due to the way this logic_compare compares values which are either 1 or a 0, a scout on each cart will result in a block, and no cart moving. But a scout on blu and a non-scout on red, will still move blu. It's like one single pusher is not enough to register on the red cart, for some reason.
The 'Number of [RED/BLUE] players to cap' on the trigger_capture_area is set to 1 for both teams for both carts. That's pretty standard I believe; so I don't think it's that.
*edited* P.S. I just remembered: a possibly-related, possibly-not thing is that no matter whether anyone's pushing the carts, from the very start of the level they are making a kind of engine noise, possibly similar to the rolling noise, or at the very least a motor sort of noise. But they don't move without someone pushing. I haven't changed the sounds.
Does anyone have any idea, from this information, of the sort of bug or misplaced setting / unconsidered factor that might be causing this?
Many thanks for any and all suggestions,
Mokagogo
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