How to make a fully working bridge on payload?

Discussion in 'Mapping Questions & Discussion' started by fbi.bmw.ultra.car, Jan 5, 2019.

  1. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

    Messages:
    95
    Positive Ratings:
    6
    So it will go down when theres the cart
     
  2. nesman

    aa nesman oh god how did this get here

    Messages:
    437
    Positive Ratings:
    324
    you could make a func_door that rotates and makes a bridge when the part passes a certain point
     
  3. I Darkstar X

    I Darkstar X L3: Member

    Messages:
    110
    Positive Ratings:
    10
    What about a door? The cart stops in front because the path ahead is disabled, but when the door is open and the path ahead enabled it won't budge unless its unpushed then repushed.
     
  4. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

    Messages:
    95
    Positive Ratings:
    6
    Yeah I know, but im kinda new so do xou maybe know if I have the prop, how to activate the animation?
     
  5. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

    Messages:
    95
    Positive Ratings:
    6
    I dont know, will have to figure that out
     
  6. Mouse

    Mouse L1: Registered

    Messages:
    14
    Positive Ratings:
    5
    For a payload cart yer going to be using a func_tracktrain info linked here.
    If you wanna make it stop over or before the bridge set up an I/O going
    from the path_track or timed somehow such to stop it at the desired spot,
    make it so that the number of players touching it keeps it's speed at 0
    you can stop the train by using SetSpeed 0 and then start it again.
    Make sure you re-setup things to how they were before the bridge.

    For a bridge that moves func_door or func_door_rotating
    is what yer looking for, probably depending on desired effect.
    Part of your logic for this event will want to be to parent the
    cart and all of it's various parts to the door if it's to move with it
    then changing the parent afterwards so it can continue on freely.
    Find more information about all of these I/O controls from the VDC.
    And good mapping!
     
    • Thanks Thanks x 1
  7. I Darkstar X

    I Darkstar X L3: Member

    Messages:
    110
    Positive Ratings:
    10
    After a setspeed input, how do I disable the setspeed?
     
  8. Mouse

    Mouse L1: Registered

    Messages:
    14
    Positive Ratings:
    5
    Interesting.. I took a look at the gamemode logic, there doesn't seem to be anything
    scaling the train's speed by default based on number of players pushing the cart.
    I know that this exists, but maybe it's simply a function of the game engine itself.
    Looking at the func_tracktrain linked information on the VDC, it seems maybe
    the Stop, StartForward, or Toggle inputs are what you are looking for.

    This might take some testing - anyone have any experience with this?

    Maybe you could have a look at Snowplow decompiled or some map
    that has this type of functionality included in it to see how it was done?

    Remember that SetSpeed is a ratio based on the min/max speed of the train
    so if you want it to stop you would set it to 0, and to start again set it to 1
    if that is the approach you end up taking. Don't mind me, I don't know
    exactly what or how to accomplish this kind of behavior, but I hope
    to have been helpful in getting the ideas flowing.
     
  9. henke37

    aa henke37

    Messages:
    2,043
    Positive Ratings:
    490
    The train watcher has the option to handle train movement for you.
     
  10. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

    Messages:
    95
    Positive Ratings:
    6
    Thank you all, im trying to make a halloween map, where the blue team will start in a castle and at the beggining the bridge will roll down so they can push
     
  11. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

    Messages:
    95
    Positive Ratings:
    6
    Also does anyone know, how to make prop_static / prop_dynamic or any prop basically work like a button? I mean if i shoot it or something, so it will maybe make the doors open. Is that even possible?
     
  12. DrSquishy

    aa DrSquishy ???

    Messages:
    1,211
    Positive Ratings:
    779
    you can surround it with a func_button textured with nodraw, you won't see the button but you'll hit it and fire the OnPressed or OnDamaged output
     
  13. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

    Messages:
    95
    Positive Ratings:
    6
    Yeah I know, but however when i do that the nodraw yellow texture is visible in game for some reason
     
  14. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

    Messages:
    95
    Positive Ratings:
    6
    Also i figured out the bridge, any suggestions how to connect the rails with the texture so it will go down in the same time?
     
  15. Mouse

    Mouse L1: Registered

    Messages:
    14
    Positive Ratings:
    5
    Well if your door has a name then your track can be parented to it.. but these props can't be
    prop_static, I think prop_dynamic can be moved though. As for your button, try stretching out
    a glass texture, buttons must have to render or something. Could be a spawnflag for it.
     
  16. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

    Messages:
    95
    Positive Ratings:
    6
    How to parent it?
     
  17. DrSquishy

    aa DrSquishy ???

    Messages:
    1,211
    Positive Ratings:
    779
    If your bridge doesn't have a name, give it one. Next, go into your prop_dynamic fence's settings and under the Parent field put your bridge's name to set it as the parent
     
  18. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

    Messages:
    95
    Positive Ratings:
    6
    Oh yes im dumbass, last thing how to make the bridge go down? I did it once, i check every flags i have to, but it always rotates to the side and not down
     
  19. DrSquishy

    aa DrSquishy ???

    Messages:
    1,211
    Positive Ratings:
    779
    Try changing the movement direction + movement axis. The origin on which it rotates on should also be located at the bridge's hinges (assuming it's a func_door_rotating)
     
  20. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

    Messages:
    95
    Positive Ratings:
    6
    Thank you finally got it