Payload Race: BLU Payload not working

Fayti1703

L1: Registered
Feb 12, 2016
3
0
I've been trying to make a Payload Race map, but got stuck on the basics,
as the BLU Payload doesn't move if you stand in the capture area. The BLU track doesn't even appear on the HUD.

So far, I've tried
  • Building the path again
  • Resetting the train_watcher's properties
  • Using the hammer "Check for Problems" dialog (in case some keyvalue pointed to nowhere)
  • Running the map with "developer 2" (In case some I/O went haywire)
  • Copying the RED Payload and changing the keyvalues to BLU equivalents

Things that do work:
  • Everything related to the RED Payload (except for actually winning)
  • BLU's func_tracktrain movement, if triggered via "StartForward"/"StartBackward"
  • The path_tracks themselves (they exist in-game)

I've been basically breaking my head over what went wrong, so any help is appreciated.
(Map name is temporary)
 

Attachments

  • plr_oneload.vmf
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Luigi1000

L2: Junior Member
Dec 12, 2015
65
14
I cant check atm but do you have a tf_logic_multiple_escort ? It is the entity which detects a payload map with many trains, as well as provide is basic logic. You many also want to recheck all the settings for your blue cart along with its watcher to make sure its not triggering red instead of blue.
 

Fayti1703

L1: Registered
Feb 12, 2016
3
0
I cant check atm but do you have a tf_logic_multiple_escort ? It is the entity which detects a payload map with many trains, as well as provide is basic logic. You many also want to recheck all the settings for your blue cart along with its watcher to make sure its not triggering red instead of blue.

I forgot to mention that, didn't I...
I do have a tf_logic_multiple_escort and the BLU train_watcher is set to team "Blue".
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
You also forgot to mention that this is a modified ABS prefab (yes, you changed all the entity names, but I still recognize it) - which means you have something you can backtrack and compare your logic to. I tried doing that myself, and while I was able to get your Blu cart to move and fix a few minor bugs, I can't figure out what you did to disable the Blu hud or prevent the round from ending when a point is capped. So you may want to start over with a new copy of the ABS logic and change one thing at a time to make sure you're not breaking anything.
 

Fayti1703

L1: Registered
Feb 12, 2016
3
0
After checking every single logic entity, I noticed that the control_points' "Group Index" was the same. Literally the one thing I didn't check before was the issue. (Side-note: Also one of the few logic entities I did myself instead of copying). Wow. *sigh* Thanks for the help.

Also, note for anyone who finds this and has a similar problem: Make sure your team_control_point's <team> Previous Required Point points to the point itself.
 
Last edited:

I Darkstar X

L3: Member
Oct 19, 2017
115
10
Hi, I'm having a similar issue, only I seemed to have done something and made BOTH carts fail to move.
I have included my vmf for closer inspection. ("Frontline!" asset pack was used, so that will be needed.)

(Please note that the turret logic nor the additional brushes are not the culprit as the RED cart was moving until recently when I moved the control points.)
 

Attachments

  • plr_tank_race.vmf
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