Payload Elevator Logic

Payload Elevator Logic 2024-10-7

Blade x64

Logical insanity
aa
Sep 3, 2009
253
645
Payload Elevator Logic - Get your hot payload on elevator action here

elevators.jpg

Seamless rolling on and off of the payload, forwards and backwards. Designed to work with the ABS single stage payload gametypes.

Note: You can expand the elevator and pushzone to any size you'd like. Just keep in mind that the elevator's origin will move along the elevator tracks.

****IMPORTANT****:
You must set the elevator's trigger_capture_area to use what will be the active control point.
control_point.png

If this is for multi-stage, save the prefab you want to a new vmf, open in a text editor, and replace the following:
Payload:
  • "sspl_" -> "mspl_"
  • "_watcher" -> "_watcher1" OR "_watcher2" OR "_watcher3" respective of stage.
Payload Race:
  • "ssplr_" -> "plr_"
  • "_watcherA" -> "_watcherA" OR "_watcherB" OR "_watcherC" respective of stage.


You can cleanly duplicate the prefab in the same manner:
  • "minecart_A_" -> "minecart_C_" (B is the downwards lift)
  • "lift_A_" -> "lift_C_"
For PLR:
  • "blucart_A_" -> "blucart_C_"
  • "blulift_A_" -> "blulift_C_"
 
Last edited:

MayaMogus

Func_Stupid
Dec 9, 2023
144
83
Apologies if it is obvious, but I'm having an issue with overtime with this logic. When overtime is enabled and the cart moves onto the elevator, it causes overtime to end abruptly. Is there a workaround or something I am missing? Thanks for the help anyway.
 

mathias_

L1: Registered
Aug 12, 2024
1
0
Apologies if it is obvious, but I'm having an issue with overtime with this logic. When overtime is enabled and the cart moves onto the elevator, it causes overtime to end abruptly. Is there a workaround or something I am missing? Thanks for the help anyway.
From my understanding, the abrupt overtime ending is caused by sspl_watcher getting handle_train_movement set to 0 in the lift_A_enable logic_relay and by getting SetNumCappers set to 1 and 0 in the lift_A_disable logic_relay. (which briefly disconnects the cart from checking for players)

I've been able to fix this issue by removing all those three outputs (keep handle_train_movement 1 in lift_A_disable) and instead placing outputs: "OnFalse>sspl_watcher>AddOutput>handle_train_movement 1 and OnTrue>sspl_watcher>AddOutput>handle_train_movement 0" to the lift_A_rollback logic_branch (replace the previous OnTrue handle_train_movement 1).

Your outputs should now look like this:
Screenshot_9.png

Screenshot_10.png

Screenshot_11.png


Although hacky, this solution works for me, but you might be able to find a better one based on this information.
Hope that helps!
 

MayaMogus

Func_Stupid
Dec 9, 2023
144
83
From my understanding, the abrupt overtime ending is caused by sspl_watcher getting handle_train_movement set to 0 in the lift_A_enable logic_relay and by getting SetNumCappers set to 1 and 0 in the lift_A_disable logic_relay. (which briefly disconnects the cart from checking for players)

I've been able to fix this issue by removing all those three outputs (keep handle_train_movement 1 in lift_A_disable) and instead placing outputs: "OnFalse>sspl_watcher>AddOutput>handle_train_movement 1 and OnTrue>sspl_watcher>AddOutput>handle_train_movement 0" to the lift_A_rollback logic_branch (replace the previous OnTrue handle_train_movement 1).

Your outputs should now look like this:
Screenshot_9.png

Screenshot_10.png

Screenshot_11.png


Although hacky, this solution works for me, but you might be able to find a better one based on this information.
Hope that helps
I did get it working, thanks :D