Thanks fellas.
*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
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.