Payload goes crazy, not following the track

Discussion in 'Mapping Questions & Discussion' started by Freyja, Sep 9, 2009.

  1. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    So my new playload map was a bit big, see, so I pulled in a section of the track.

    Now, when the game starts, the payload doesnt start on the track, nor the place it used to be.
    When it gets to the first bend, it flys off, smashing into cliffs and getting stuck in a corner,

    [​IMG]

    However, in hammer, it looks like this:

    [​IMG]

    The tracks are right, the train watcher seems fine with regards to track nodes, etc etc. I can't find anything that is causing this.

    And no, I don't have a leak. The compile log checker turns up nothing out of the ordinary.
     
  2. Lockhart

    Lockhart L2: Junior Member

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    Try double-checking all the steps here.

    I know I have to, my payload didn't even appear and I haven't gone in and fixed it yet. :O

    http://developer.valvesoftware.com/wiki/TF2/Creating_a_Payload_Map

    Edit: This is just me thinking, but try putting a few track nodes inbetween on those long straight sections. I'm guessing it flies when it hits those.
     
    Last edited: Sep 9, 2009
  3. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    See the thing is though, nothings changed from when it was working except the first 30 or so path_tracks.
     
  4. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    Is it around the last turn when it just raises up into the air? If so, can we get a more close up screenshot of the nodes around that turn? From here it looks like something is messed up, but I can't be sure cause it's hard to see.

    Edit: Nope I lied, it was just my eyes, maybe where the payload cart goes bonkers we can see the properties of the entity?
     
    Last edited: Sep 9, 2009
  5. Open Blade

    Open Blade L7: Fancy Member

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    Does the cart go crazy in terms of does the cart go to another path track, but just out of order, or does the cart go completely someplace altogether where there is no pathtrack? The latter seems highly unlikely. I bet it goes to another pathtrack that maybe you didn't realize. I would go over the pathtracks again and make sure you have the next one set correctly so the cart doesn't jump to a location you don't want it to.

    Just a guess though, without knowing more info.
     
  6. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Nope, not at one point does it go along a path track. It starts off the path tracks, when I say it gets to the first turn, I mean where the first turn would be if where it started was where it was supposed to.

    I'll get you a screenshot of the payload entitiies when I get home.
     
  7. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Never mind. I fixed it. I deleted the Payload group and replaced it with completely new one. I couldnt find anything different between the two...but it worked.
     
  8. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    Well at least you figured it out ;) that's all that matters.
     
  9. Altaco

    Altaco L7: Fancy Member

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    That actually happened to me when I was working on pl_silo... t'was odd.
     
  10. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    That sounds like the func_tracktrain's origin got moved way out of place, as that is what governs the location of the train in relation to the paths.
     
  11. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    What do you mean? I pasted the new one into the exact same postition, if thats what you mean.
     
  12. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    A lot of entities have an origin, but not all. It's the white circle in 2D and blue sphere in 3D that appears when the entity is selected. What it governs varies, a rotating door uses it to determine the rotation point, a train uses it as the reference to where it should attach/rotate while traveling on tracks, the no entry material uses the func_respawnroomvisualizer's origin as the point from which is measures player distance.
     
  13. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Ahh, I see. Maybe, its deleted now...but useful in the future perhaps?