HALP! HALP NAO! (The plight of the funky payloads)

Discussion in 'Mapping Questions & Discussion' started by TheAnonymousMrP, May 31, 2009.

  1. TheAnonymousMrP

    TheAnonymousMrP L1: Registered

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    Hello there. I appeal to all of your better natures on this day as I ask of your help. I've been making a plr_ map for the last couple of weeks (totally unaware of the now-present contest, and at the map's conception the operation of the gametype), and have ended up with quite the progress-halting dilemma.

    At some point, my entities have decided to go, quite frankly, tits up. At one point both payloads worked fine, and yet now they don't - I've been staring, comparing and so on and so forth at the entities for them for nigh-on two days, and short of doing the entire setup again, I've got no idea what's wrong with them, much less how to fix them*.

    The problems are as follows:

    • The blue payload reaches the first cap area and promptly stops.
    • The red payload doesn't move.

    As I say, not a clue why - both sets of entities appear to be the same as each other (with the respective red and blue information, of course), which makes it so inexplicable that the errors are different.

    Miscellaneous issues which bother me less are HUD icons colouring incorrectly - the red "first cap" also turns blue when the blue "first cap" is reached, and I'm entirely unaware of how to get train-receding sections to show up on the HUD.

    Without further wait, I grant thee white knight the .vmf:
    http://www.megaupload.com/?d=3QI15GCQ

    (apologies if a different uploader is preferred - feel free to act as appropriate and I'll upload on a specified one)

    *While I am aware and humbled by the entity setups of the great A Boojum Snark, because when I started the update was not even out, yet entity work began, I remain reluctant to start again with those entities. Should no easy solution be found, I too may turn to ABS for the answers of which I seek.
     
    Last edited: Jun 1, 2009
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    You should at least compare my setup to yours, as perhaps you may notice what is wrong that way.
     
  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    If you're ahead then you should probably not worry too much about redoing the setup.

    How ever. I have had similar issues. Try checking your capture triggers and make certain you have appropriate delays to the repsective capture triggers, that your "disabling" of pre-CP paths are in order, and compare your setup to ABS's to make sure that the entity requirements for plr setup have not changed post update.
     
  4. TheAnonymousMrP

    TheAnonymousMrP L1: Registered

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    Progress report:

    Nothing to declare. Redid most of the cap-location stuff, which made no difference (left out disabling previous paths for the moment). Therefore, the mystery of the blue area stopping at cap number 1 remains. After stopping, grey "no entry" symbol appears in bubble above payload HUD icon.

    As for the red area, I chopped in ABS's cap area to my map, and nothing appears to have changed - when a red player is near, that same grey symbol still appears. No discernable difference between my tracktrain and the one in the gametype library.

    I can't help but think the symbol is hinting at some failure of the system, yet different failures for some reason. I had figured that there was some aspect of the entire payload movement entity relationship which had gone wrong with the RED payload, yet (because of minor changes to the logic_cases and such) the BLU payload was a copy of the former, ruling that out, and making the problem all the more inexplicable. The original post's URL has been updated for the updated .vmf should a person better than I still wish to look at it. Unfortunately, because it's a single stage, the lovely entities from ABS's library would still require a bit of work to mold into the map, and from (albeit brief) observation, as noted, differences don't appear to exist.

    On the plus side, the correct HUD icon now lights up. Wooooooooo.