Discussion in 'Mapping Questions & Discussion' started by fbi.bmw.ultra.car, Apr 20, 2019.
I am highly recommend you to use Boojum Snark's ultimate mapping pack. It has everything new mapper need, such as gametype library, prefab library, soundscapes and good (but outdated) FGD. It is really easy to use for new mapper!
Here is a link:
Yeah I got that, but ive already built a Path and all that shit but it still stops after first cp is captured
I mean Its really easy to copy it then I wont learn it
There's no point in learning the hard way. You can learn through copying. But if you'd still want to try and fix your current, take a pic of the path_track properties, the logic_auto, and the logic_relay. One of them likely doesn't have a correct name for the output.
Do you have the next path track properly set? Did you use the SetControlPoint input on the trigger_capture_area?
Make sure that the next CP does not require CP ONE to be capped. This can be set in the team_control_point entity.
Basically, the game thinks that it needs a future or non-existent point in order to cap the point. However, the point doesn't actually exist, so the tracks leading up to the point will disable because blu cannot capture that point. Think of it like a 5cp point.
Yeah I have that
I once encountered this problem myself, I figured that at the start, the cart is set to stop at cp_one. Once capped, it sets the cart to go to cp_two. But if cp_two does NOT exist yet, then it will not move. So, do you have a second point? If so, sorry for wasting your time.
Yup and I also have the output
Interesting. Maybe just replace everything with ABS prefabs. They weren't pre-built with issues, you know.
Is your hud properly showing the track with points?
Also check if your cart does not get stuck on something.
Separate names with a comma.