Pl explosion equivalent for CTF?

Discussion in 'Mapping Questions & Discussion' started by Boylee, Feb 8, 2010.

  1. Boylee

    aa Boylee pew pew pew

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    Since I've never made a payload map I don't know how the explosions are triggered at the end.
    I'm toying with the idea of having two big rockets in my comp ctf map and I'd like it if I could make the winners' rocket blastoff at the end of a round. Is it possible to do something like this and if so what kind of entity setup would I need to use to achieve this?
     
  2. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    path_track, some flame particles, an ambient_generic and probably an env_shake.
     
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  3. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The tf_gamerules has victory outputs (for any game mode), which is the key part you would need.
     
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  4. Boylee

    aa Boylee pew pew pew

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    Thanks fellas. :D

    *heads off to read the VDC*

    Edit:
    How would one go about setting up two paths for each rocket that are used dependant on which team won? I'd like a 'lift-off' path for team victory and a 'crash and burn' path for team loss. I'm guessing it would be a case of enabling the relevant path tracks for each team depending on who won, right?

    For example:
    Red team wins > enable Red liftoff path > start Red rocket
    Blu team loses > enable Blu crash path > start Blu rocket
     
    Last edited: Feb 10, 2010
  5. Tapp

    Tapp L10: Glamorous Member

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    Probably the best way would be to enable and disable the func_tracktrains, though one should remember that paths rarely look natural. While the ideal solution is an animation, I would do the following for a crash+burn:

    Put in a phys_convert, and set it to override the rocket when the round ends
    Add a phys_thruster (parented to the rocket), which also triggers when the round ends.
    Put in a phys_slideconstraint, so that the rocket initially travels directly up. Kill it 3 seconds after the rocket launches.
    Set up clips and the slider so that the rocket launches out of the play area (unless you have a very nice particle effect)
    Add a trigger for when the rocket hits the ground, to activate the explosion particle effect, as well as destroying the rocket and producing debris.
    ???
    Profit.

    Similar process for a successful launch, just don't kill the slider.
     
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  6. Boylee

    aa Boylee pew pew pew

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    Ok that all sounds logical, thanks for the explanation, I'll give it a try. I'm thinking of using the BIG rocket prop so I guess it would be best to use a 3D skybox version, as it'll allow more room for movement. Do physics and particle effects all work the same in the skybox (excluding the 0.0635 scaling)?

    EDIT: Where should I put the trigger for the explosion, over a large area of ground that it should land on? Also I was wondering, will this produce the same results each time, i.e. will the rocket crash in the same place? If so, is it possible to generate a random number to input as a torsional thrust on the phys_truster, or as a modifier to the disable time on the phys_slideconstraint?
     
    Last edited: Feb 10, 2010
  7. Grim Tuesday

    aa Grim Tuesday

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    1. Double post.

    Anyways, sorry to hijack your thread, but how would one go about making it so after you cap each intel (invade style, witha time bomb), the game waits a few seconds, counts down from 5, then has an explosion at the site. The bomb then returns to it's place.

    Also, how would I go about making the bomb alter the layout of the map (think Stage 2 PLR_Panic by Ravidge). IT would only change after the first cap, but it would change the game enough to give the losing team a little boost until their next cap.
     
  8. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    [quotePut in a phys_convert, and set it to override the rocket when the round ends
    Add a phys_thruster (parented to the rocket), which also triggers when the round ends.
    Put in a phys_slideconstraint, so that the rocket initially travels directly up. Kill it 3 seconds after the rocket launches.
    Set up clips and the slider so that the rocket launches out of the play area (unless you have a very nice particle effect)
    Add a trigger for when the rocket hits the ground, to activate the explosion particle effect, as well as destroying the rocket and producing debris.
    ???
    Profit.

    Similar process for a successful launch, just don't kill the slider][/quote]

    His will not work. Phys_thruster does not function in TF2.
     
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  9. Boylee

    aa Boylee pew pew pew

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    I did wonder if that was the case. Thanks, looks func_tracktrain it is then.

    That's what I get for using a Korean verion of IE6 at work :/

    No clue about the rest of the stuff you posted, sounds like it needs it's own thread tbh :p
     
  10. Tapp

    Tapp L10: Glamorous Member

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    Well, if you use a func_tracktrain, make sure to enable physics before the end. Theres nothing worse than when your rocket goes nice and fast into the sky, stops dead instantly, then slowly drops to the ground. Also, try to put it on an angle so that it doesn't move back down exactly vertically. If you need a particle effect, I can produce the thruster and/or explosion.
     
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  11. Boylee

    aa Boylee pew pew pew

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    Do you mean for the one that's crashing? I was thinking of just having a track that dictated an arched path to a predesignated crash site.

    :woot: Might take you up on that, I've got no exp. with the particle editor.:facepalm:
     
  12. Boylee

    aa Boylee pew pew pew

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    OK I'm having a few odd problems.
    I've set up a basic entity test map to try and get this working but to cut a long story short, it's not. For the mean time I've given up aon the idea of getting one rocket to crash until I can at least get one to launch. These are the problems that I'm having:
    • The rockets aren't appearing in the skybox. I don't know whether this is something to do with the way I've set up the path_track / func_tracktrain entities or what. The models appear for a fraction of a second upon map spawn and then disappear. Srsly wtf?
    • I can't stop the logic_relay from playing the flag respawn sounds after the round has ended. I've tried sending it a kill command and I've tried setting up another realy sending StopSound commands to all the sound entities. Neither worked which leads me to think there's something not working with the way I'm sending the commands from the gamerules entity.

    I'm a bit stumped by both of these things so I was hoping someone here would be kind enough to take a look at the vmf and point out my n00b errors.

    EDIT: Actually there can't be anything wrong with the outputs from the gamerules entity as it's triggering an env_shake without any problems.
    Also there are no console errors when the map runs and there are no errors in the compile log.

    vmf is here: http://dl.dropbox.com/u/1766697/rocket_test.vmf
     
    Last edited: Feb 21, 2010