Payload Glitches

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
So, I'm working on a Payload map. I swear, this is just problem after problem.

So, not only am I getting errors for my track models, this happens.

20190619091833_1.jpg
20190619091836_1.jpg

I should be able to push it, right? I'm close enough, and the cart should move forward. I have all the logic from https://developer.valvesoftware.com/wiki/TF2/Creating_a_Payload_Map, and it seemed to work for others...

20190619091902_2.jpg

Well...

20190619091904_1.jpg


No. I just die. I've gone through EVERY step until the dispenser, and it doesn't work. Can anyone help with this?
 

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RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Screenshot (10).png

Here's the trigger_hurt, clearly connected to a filter.

Screenshot (11).png


And here's the actual filter. What am I doing wrong here?

And I do have Boojum Snark's pack downloaded.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Filter classname should just be "player", not "players".
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Wait, what? It's that simple?

Anyways, thank you so much!
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
20190619153924_1.jpg


Well, the good news is... I don't die on touch anymore. However, the cart won't budge.

In case anybody isn't fed up with me yet, here's all the assets that I used.

Screenshot (16).png
Screenshot (15).png
Screenshot (14).png
Screenshot (13).png
Screenshot (12).png

Cap_A_Sign refers to the "Team_Control_Point", by the way.

If you're not fed up with me and my subpar skills, can someone tell me how I could fix this?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Do you have a team_train_watcher and is it set up properly?
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Oh.

Well... Uh...

Whoops!

No, no I don't.

By the way, I was thinking of making the map Frontline-Themed. Opinions?
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
I thought I was done. I thought this cursed map wouldn't give me any more problems. I thought all I had to do was to add the explosions, and then I could post my FIRST TF2 MAP.

20190620092331_1.jpg

And DESPITE THE FACT THE CART MOVES AND CAPS, the whole map is rendered UNPLAYABLE by one thing that I never saw.

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That's right. The goddamn cart got stuck on the CAP SIGN. I didn't know that the cart could even do that.

You know the drill at this point.. I can't figure it out, I need some help, I'm willing to supply more images, so on and so forth. If you can help, that'd be great. Thanks!
 

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RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Sure. Here's my terrible first map. It may look detailed, but it's not. Have to add some windows and stuff. Thinking of making it frontline-related and renaming it "Stockpile", but I dunno.
 

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RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Might as well talk about something in the meantime: I'm a dumbass. Originally, I was going to post a thing asking about if I could increase the amount of Midpoints, from 3 on Upward, to, say... 4 on Swiftwater? That's why the images of Swiftwater and Upward are attached. I had the cp_Steel image there to show an example of what I wanted to do: a 5 midpoint payload map. Then, I scrolled down on the train watcher... yeah.

Anyways, here's a screenshot of the Warehouse. I was wondering if I should lower the roof and/ or add catwalks.

20190621121256_1.jpg
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
I discovered something recently. The cart previously would stop on the cap, after the path behind it was disabled.

I also moved up the team_control_point, and it probably has to do with the path_track.

20190622062521_1.jpg

So, I moved the cap path one forward, and got the exact same result, but forward.

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Screenshot (17).png

So, I think it might have to do with this.
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
20190622064050_1.jpg


It happens with Control Point 2, as well.