"new" gamemode problems

Discussion in 'Mapping Questions & Discussion' started by S3BB0_L1C1OUS, Feb 20, 2009.

  1. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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    Actually its not really, because it is a bit (or completely - can't remember correctly) based on the rocket riot thing some of the guys here where planing to do...

    So what I want to create is a map where:

    there a 3 cps and 2 bomb carts (one each team) and 2 tracks for each cart. Both team have to push their cart to their giant rocket. Meanwhile or afterwards (depending on the teams strategy) the teams have to fuel their rockets using the fuel CP or auxilary fuel CP (half as fast) IF the rocket is fueld, the bomb is inside the rocket and the team also caps the Launch Control CP than that team has won. I think this would be a lot of fun.

    So how much did I steel from the rocket riot thing?

    MY PROBLEM NOW:

    is that I can't to seem the part with the CPs to work. Therefore I've uploaded my work and thought you might like to give it a try.

    Files removed

    If you get it working properly than please share it with the rest of us ;-)

    UPDATE:

    my logic layout

    [​IMG]
     
    Last edited: Feb 21, 2009
  2. eerieone

    aa eerieone

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    when ready, does this map come with a 100 page instruction? 0_o
     
  3. Spike

    Spike L10: Glamorous Member

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    Lol that sketch is mad
     
  4. Mar

    Mar Banned

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    As i understand it, Hammer doesn't support CP's and PL running in the same map.
    or at least the HUD doesn't.

    So I doubt that this would really work unless Valve fixes that issue in the new update.
     
  5. Queops

    Queops L2: Junior Member

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    Well, despite being exciting to mix up two gamemodes, Valve didn't give support for it yet... which means that... well... either CP or PL because the HUD only shows up one gamemode.
     
  6. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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    Come on people, just put the hud thing aside for a while. There are ways to work around that one.

    I postet this here for answer to the logic problem I have and maybe some feedback on the gameplay. What's with all the negativity? Seriously!?!


    If you help me fix the logic thing I'll show how well you can pull it off with the current SDK!
     
  7. Mar

    Mar Banned

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    It's not negativity. It's more that we are facing and impossiblity.
     
  8. Icarus

    aa Icarus

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    Regarding the HUD -> Do what Snaketemple did and use custom CP Icons to display the progress of the cart(s)
     
  9. TMP

    aa TMP Abuser of Site Rules

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    Basically, you took Rocket Riot, took out one rocket, and added in 2 payloads.
     
  10. GrimGriz

    GrimGriz L10: Glamorous Member

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    If you detail what currently IS happening and what is SUPPOSED TO BE happening, I'll gladly look at it. "Can't seem to get it to work" is to vague a starting point for me.
     
  11. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    Sounds interesting.
    warning on downloading map: File size is big due 100 pages manual :p
     
  12. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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    Thanks. I know the map and had sth like that in mind already ;)

    The map has only 3 objectives: push the cart, then fuel the rocket, then cap launch_control, which can be displayed to the player quite easily without any confusion.

    well, I think the problem lies within the counter not working correctly...

    I have the following entities:

    math_couter (rocket_start_red) min = 0, max = 2
    math_counter (rocket_fuel_red) min = 0, max = n
    logic_timer (fuel_counter_red_1)
    logic_timer (fuel_counter_red_2)
    logic_timer (fuel_counter_red_2)

    and the CPs

    launch_control
    fuel_station

    now launch control just adds 1 to "rocket_start_red" and substracts 1 from the enemies rocket start counter. Works fine.

    fuel_station is supposed to start the counter 1&2 which are supposed to add 1 every second to the "fuel counter" if that hits max it adds one to "rocket start" counter, which on hitting it max triggers the roundwin.

    Entity Settings:

    fuel_counter_red_1:

    Name: fuel_counter_red_1
    Start Disable: Yes
    Use Random Time: No
    Minimal Random Interval:
    Maximum Random Interval:
    Refire Interval: 1

    Ouputs:

    OnTimer - rocket_fuel_red - Add - 1

    Inputs:

    trigger_capture_area - OnCapTeam1 - Enable
    trigger_capture_area - OnCapTeam2 - Disable

    fuel_counter_red_2:

    same as above

    rocket_fuel_red:

    Name: rocket_fuel_red
    Start Disabled: No
    Initial value: 0
    Maximum legal value: 0
    Maximum legal value: 10 (for testing set low)

    Outputs:

    OnHitMax - rocket_start_red - Add - 1
    OnHitMax - fuel_counter_full_red - Display
    OutValue - fuel_counter_started_red - Display [just for testing - wont display - but works if I target the text from the capped cp]

    Inputs:

    fuel_counter_red_1 - OnTimer - Add - 1
    fuel_counter_red_2 - OnTimer - Add - 1
    fuel_counter_red_3 - OnTimer - Add - 1


    rocket_startl_red:

    Name: rocket_start_red
    Start Disabled: No
    Initial value: 0
    Maximum legal value: 0
    Maximum legal value: 2

    Outputs:

    OnHitMax - counter_red_win - Add - 1
    OutValue - launch_control_capped - Display (testing: works fine)

    Inputs:

    trigger_capture_area - OnCapTeam1 - Add - 1
    trigger_capture_area - OnCapTeam2 - Substract - 1
    rocket_fuel_red - OnHitMax - Add - 1


    That should be enough for some proper feedback, shouldn't it?
     
    Last edited: Feb 21, 2009
  13. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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    never mind, got it working now! :)
     
  14. GrimGriz

    GrimGriz L10: Glamorous Member

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    sonofa, i just poked around
    I blame your on cap - toggle of fuel counter red 2 (at least at first glance). Looks like red capping would enable, then toggle...so basically turning it back off.
     
  15. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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    All I had to change was that after enabling a logic_timer I also had to use FireTimer on that timer!
     
  16. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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    almost finished!

    Hey Guys,

    well I'm almost finished with the maps logic.

    You can fuel and start the rockets as both teams and you can push the blue cart to the end so blue can win.

    However you can't push the red cart though I am pretty sure I correctly mirrored everything from the blue cart and changed the appropiate settings, names etc. Anyways I'm too tired to find the mistake now, so I'm going to sleep now.

    Current Hammer Map File - Have fun with it!