Issue With Payload Gamemode

Discussion in 'Mapping Questions & Discussion' started by Spebby, Sep 17, 2016.

  1. Spebby

    Spebby L3: Member

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    So I have been mapping for about 1 and a half months, I know it's not that much but I at least understand the basics. Anyways on to the point with my current map pl_smokey I'm having an issue the cart (After It's capped the first point) will no longer move even when pushed, And yes I am aware that I need to have path_tracks afterwards that are linked. Of which I have so basically the map can't be beaten, So I'm hesitant about releasing the next version that will be A1 because of this issue. Any help? As well as I will update the map just so people can see it for them selfs.

    Test it for yourself https://tf2maps.net/downloads/pl_smokey.2620/
     
  2. sooshey

    aa sooshey :3c

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    Are your capture points all set in the team_train_watcher entity? Make sure your path tracks and their associated capture points are linked together here. This picture is of ABS's prefab, as an example.
    [​IMG]
     
  3. Spebby

    Spebby L3: Member

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    Corrected, But no differnece
     

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  4. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Any chance you aren't changing the active control point after each capture? Each control point should send an output to the trigger_capture_area re-assigning it to the next control point in the cart path.

    [​IMG]
     
  5. Spebby

    Spebby L3: Member

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    I built the map from the frontline demo map, meaning most of these assets were already in place, but I did delete a cp as this problem was occurring to it. Anyways, yeah I did need to update some things and well I think doing cause more proplems......
     
  6. Spebby

    Spebby L3: Member

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    Shoot frogot the picture
     

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  7. Spebby

    Spebby L3: Member

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    I'm just gonna do detaling for a while I found a few more issues and patched them up. Lets hope it works