Fix my TOW entity setup?

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
I'm being super dumb, and I'm looking for someone to look over this entity setup (sorry, it's Mediafire!) for 3-point Tug-O-War to help fix a problem. Red cart acts as it should, but Blu cart won't move past its initial position.

Here's the original TOW prefab, made by Icarus.

Probably a simple fix and I'm just looking over something simple. Thanks in advance, I'll be linking to this thread if I use this setup in a map.

-Kube

Edit: Also, is it possible to make proper, mirror-able rollback zones in TOW? The way the path_tracks are set up would suggest it's not.
 
Last edited:

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
The Kube King rules with an iron fist bump.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
that setup is outdated as well. if you want the latest and greatest, you need to have a look at the latest version of plr_dogbread. http://forums.tf2maps.net/downloads.php?do=file&id=4947

feel free to decompile I don't mind. the rollbacks are not 100% functionnal however, I'd avoid using them as they pretty much have to be done by hand anyways. but yeah... I should release an updated prefab.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
I'm going to look into plr_dogbread tomorrow (EST). It turns out that Icarus' prefab itself is broken from the initial setup, and that I'm not causing the problem through my tinkering. It's probably about 6 years old, so it might've become broken in a later update. However, pl_waste, which uses the setup, is functional still, soidunno.

I want to release this map tomorrow- this is pretty much the only hurdle left to jump.

BTW, here are some screens of the map. It takes a very different approach to TOW than pl_effigy, so we'll see how it plays.
 
Oct 6, 2008
1,965
450

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Go - decompile my pl_warpath_b7 map - you'll find the coding there for tug of war.

http://forums.tf2maps.net/downloads.php?do=file&id=6327

I'll see if I can add the prefab into the tutorials and resource download section later

I decompiled the map using VMEX, and I got this error when I opened the .vmf in Hammer:

File [FILEPATH OF .vmf], line 243136: unexpected end of file

This is usually a sign of a corrupted .vmf, but I don't understand how a decompiled .bsp would be corrupted like this, even after redownloading and redecompiling. Thanks anyways, I'll be continuing to work on finding a solution.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Egan recommended I use BSPSource for decompiling. I used it, and no errors! Woot!

I'm going to redirect all further posts towards this thread to the more general thread here.