Mapping problems: help please

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
*FIXED*

Well, first off I'd like to say hi. I'm not new to the site but i haven't introduced myself properly yet. So hello.

Well anyway to the point:

My latest map pl_ascension has a few problems that I'm struggling to solve.
  • Blu spawn in Reds spawn
  • The cart spawns in the middle of the map
  • The cart doesn't move when the round starts
  • The final cap point doesn't show up on HUD
  • Saw props (the ones from Sawmill) do not rotate
  • Red spawn in the final spawn room, rather than the first

If you know any solutions, or would like to help solve the problem I can provide the .vmf for you to look at, and if you manage to fix anything I will give full credit for your work.

Thanks in advance, Jack
 
Last edited:

FaTony

Banned
Mar 25, 2008
901
160
1. Place info_player_teamspawn 8 units above the floor.
2. Set "First path_track" iirc keyvalue in func_tracktrain.
3. Same as 2. Check I\O.
4. Check decompiled one. Do it like there.
5. Same as 1.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Set the "{TEAM} Spawn for Round" fields for both BLU and RED's initial spawnpoints, and make sure the spawnpoints at the final spawn are disabled until you want them to be used.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
1. Place info_player_teamspawn 8 units above the floor.
2. Set "First path_track" iirc keyvalue in func_tracktrain.
3. Same as 2. Check IO.
4. Check decompiled one. Do it like there.
5. Same as 1.

Well, I'm not new to mapping so most of this is done. The spawn problem has happened before and it has nothing to do with the spawn points beign near the floor, becuase they aren't.

I'm not sure what you mean in number 2, I'll take a look in hammer in a while.

Number 3, the cart just won't be pushed, and the trigger capture area is enabled and shoudl work, but again I'll double check the I\O

I'll have to download Sawmill then I guess.

Well thanks for your help, will try it in a bit.