Bomb cart with multiple skins

Model Bomb cart with multiple skins 1.0

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
Here is the Gold Rush bomb cart, with additional skins for a red bomb and neutral bomb. The neutral cart also comes in versions with a blue light and with a red light.

To use, extract into your \team fortress 2\tf\ directory.

I have not experimented enough with the payload game system to be certain that it works with a neutral cart or with red escorting but I assume these are possible.

The spinning light on top of the cart in Gold Rush is a particle system. Valve has not released their particle editor. You'll have to use some other method to get a light effect in various colors.
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Yes, I have played with the goldrush system and It will work with any prop as a cart - bring on the custom explosives!
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
Yes, I have played with the goldrush system and It will work with any prop as a cart - bring on the custom explosives!
I know that it can be any cart model, but I was saying I haven't confirmed that the payload HUD will work in a game where both teams can escort a neutal cart. Would this display properly? I don't know how much of the HUD stuff is hardcoded.

What about the health dispensation? How'd they do that?
It is a point entity named "mapobj_cart_dispenser" and a brush entity "dispenser_touch_trigger". It can be set to either team.
 

sunoxen

L1: Registered
Apr 6, 2008
19
5
Does the neutral color call out for a "Tug of War" type map? And how does the dispenser work when it is neurtral?
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
You could have two dispensers on a neutral cart, one for each team. Maybe disable the dispenser of the team not currently in charge of the cart.
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
According to this thread, the HUD always shows blue icons for the train. It sucks that Valve only creates stuff to do the bare minimum for what they have in mind at the moment, without any consideration to what the custom mappers could do if these entities were fully implemented.
 
Dec 25, 2007
566
439
/me wonders if you could do custom HUD elements by parenting appropriately textured func_brushes to the players...
 

tedrock

L2: Junior Member
Apr 20, 2008
79
8
you can add these to the model Pseudo... once they reach community approval.

nuke.png

r3d requested this

tf2m.png

figured it could be used on the collab map. i might remove the hammers. can't get them to look right
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
it should be cool to have one with a sapper on it,

Objective, red sapped your bomb, its going to explode, bring it to the red base before its explode.

Spy sapping the friking Bomb

/edit Tedrock nice
 

tedrock

L2: Junior Member
Apr 20, 2008
79
8
there was some confusion. i will be releasing a model of my own with my skins. just polishing up the textures before i post the model