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Multiple Train Payload?

Discussion in 'Mapping Questions & Discussion' started by puxorb, Jul 7, 2014.

  1. puxorb

    aa puxorb L69: Emoticon

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    Is there an easy way to set up a multiple train payload, one that does not require building the gamemode from scratch? For instance, is there a way to modify a few entities in ABS's gamemode prefab?

    I have tried using team_train_watcher to control 2 trains but it seems to not work.
    Also, I have experimented with a math_remap and a logic_case to control how fast the cart moves when more people are in the trigger, however I only know the speed of the cart when 2 or 3 people are capturing it, I do not know what values to use for acceleration, and I cannot control rollback. :confused:

    If anyone knows how to create a multiple train payload it would be appreciated!
     
  2. Giovanni

    Giovanni L1: Registered

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  3. henke37

    aa henke37

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    Except that doesn't cover multiple cart trains at all.
     
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  4. puxorb

    aa puxorb L69: Emoticon

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    I wonder if MangyCarFace could help me... does he still come on this site anymore or join chat?
     
  5. xzzy

    aa xzzy

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    Multiple carts work fine, there was a map out there back before PLR was a thing that pulled it off but I can't remember what it was called. pl_viper or pl_snake, something like that.

    You can have multiple team_train_watcher entities, just set the "Train to watch" value to the other payload cart. The only problem is the HUD.. the game doesn't know how to handle multiple active trains. It's been years since I tried it but I think what happens is you get a single payload cart warping all over the HUD.

    The PLR hud fixed all this and I'd recommend you just copy the PLR entity setup.
     
  6. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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  7. henke37

    aa henke37

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    Doesn't one of the official maps have a multi cart train? The one with the big metal jaws and a ridable train?
     
  8. puxorb

    aa puxorb L69: Emoticon

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    Yes, I was referring to a pl_frontier. I have tried copying all the entities over from that but something is broken on the decompile.

    I meant 1 single payload, but with multiple func_tracktrains, so basically pl_frontier.
     
  9. puxorb

    aa puxorb L69: Emoticon

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    Bump, because I am trying this again and its been days.

    Is there a way to track how fast one func_tracktrain is currently moving and tell another one to also move at that speed? That's I really need to do in order to have more than one cart moving along like a train.

    Though things are not that simple.

    halp plz
     
  10. puxorb

    aa puxorb L69: Emoticon

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    Nevermind, I figured out how to do it right after I bumped the thread. The only thing I can't seem to do is make the cart roll back which should be easy but it isn't cooperating.
     
  11. Crash

    aa Crash func_nerd

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    So what was the trick to getting it to work, for future searchers.
     
  12. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    As far as I remember this is an instance where going full old school manual control of the trains works better because you just tell them to do stuff at the same time rather than feed one train's speed to the other. Trying to use watcher/path automation just complicates it.
     
  13. puxorb

    aa puxorb L69: Emoticon

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    I will post how to do it once I fully figure it out. Right now I am having problems with the HUD not displaying how many people are capping, and the rollback isn't working.

    EDIT:
    Nevermind! Apparently speaking about it ensures that all the problems are solved. Literally 2 minutes later and I figured it out.

    This is surprisingly simple and I will follow up with a tutorial.

    Until then, I am going to check to make sure everything works.
     
    Last edited: Jul 14, 2015