PL_CrissCross: 2 Lane A/D Payload (HELP NEEDED!)

Discussion in 'Mapping Questions & Discussion' started by Tenn1502, Jul 11, 2015.

  1. Tenn1502

    Tenn1502 L1: Registered

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    Hello friends!

    UPDATE!
    Here's a download link to all the files I currently have for this map: https://www.mediafire.com/?t045tox9dotldud

    in the current build of the map the following things are non-functional.

    - Payload B will inexplicably become unpushable upon capping the mid point.

    - The hud compresses both cart lanes into one and only displays cart B's rollback zone.

    - Cart A will somehow redirect itself and go sliding into a wall upon reaching the elevator near the end. I believe this has something to do with the cart changing coarse for another path_track, judging by the position of the mid CP on the HUD there is still quite some distance to go to reach the final CP.

    If anyone would like to take a look at the map and please let me know what I'm doing wrong I will greatly appreciate it. Thanks again.

    ---

    Thanks so much for reading, I've got a bit of a problem I was hoping someone could help me overcome. Any help at all would be greatly appreciated and of coarse credit will be given to those who can contribute.

    Anyway, let me get to the point. I'm working on a map on and off over the past few years I'm calling PL_CrissCross. It's nearing completion but despite all the effort into designing a theoretically fun and balanced gameplay space I still haven't been able to get the central mechanic to pull through.

    [​IMG]

    The map is a single stage attack/defend payload map, however the blue team has two different bombs they can push to the end, if they cap either then blue team wins. To compensate the defending team is given several great environments to attempt to hold them off. You get the idea.

    [​IMG]

    [​IMG]

    [​IMG]

    There's a mid point in the center that will give blue team additional time to complete their objective, however they will only get this time bonus once per game. The second card does not count if they choose to push it as well.

    [​IMG]

    My problem I'm afraid lies in my own shortcomings when it comes to programming. I can't for the life of me figure out how to get both payloads to work for the same team, and I'm having trouble getting the scoring system to do what I want in the first place.

    So I was wondering, if any skilled mapmaker is up for the challenge I'll let you download my map and see if you can get it up and running. Like I said I will be sharing any credit (and possible Valve-$$$) given, to anyone who can get it running smoothly.

    Let me know what you think, and if you think you can help me out. I'll provide a link to the map files to anyone who'd like to take a crack at it, just let me know.

    Thank you so much!
     
    Last edited: Jul 15, 2015
  2. Berry

    aa Berry Sharing is caring, and I don't care

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    Another user here made a map in recent month/s with a similar mode, however they used the PLR HUD to display both carts (one still shows as red unless you use even hackier methods to replace the materials temporarily for clients) so perhaps you could try that (or even ask them for permission to use their setup?)

    I sadly can't remember the name for you, however.
     
  3. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    It was Lost Horizon.
     
  4. fauks

    fauks L2: Junior Member

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    Hope it works out, because your map looks beautiful.
     
  5. Tenn1502

    Tenn1502 L1: Registered

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    Yeah that's what I figured would do the trick, I've been messing around trying to get that to work but I keep running into issues at even more basic levels.

    I'm certainly not an expert when it comes to setting up the payload gametype, which already puts me at a disadvantage. I've been following tutorials and used the gametype library but ultimately I keep encountering bugs and general malfunctions.

    I'll quickly summarize, in case these have simple fixes that I don't know about:

    - The mid-point cap will not register, it doesn't appear on the HUD, and on pass there is no reaction.

    - The elevator near the end of cart A's path is supposed to function as a downhill slope, being parented to the train upon the start of its decent and disconnected at the end. However on pass the brush remains still and the cart just nosedives into the elevator floor.

    - The HUD does not display both carts as if it was a PLR map, instead it only shows the track for cart B (which I haven't set up yet and will be labeled as the red team's cart).

    Hope this can clear things up, I'm not sure if these are common problems but I know this map isn't particularly normal. If you've got any suggestions for troubleshooting let me know, otherwise if you'd like to take a crack at setting it up yourself I can give you a copy to work with.
     
  6. YM

    aa YM LVL100 YM

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    Use this: http://forums.tf2maps.net/showthread.php?t=4674
    copy the plr one. Change a bunch of the red values to blue (and ignore the fact the second cart is red on the hud, you can't change that)

    Then the only thing that's left that is tricky is the final elevator. you could look at hightower but that isn't the most effective way to do it, especially if you'd like the cart to ever roll away from the elevator if left unattended. So you'll need to get creative.
     
  7. Tenn1502

    Tenn1502 L1: Registered

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    Just a brief update, I've fixed the problem with mid cap A not registering, turns out there where some wires crossed in the path system that caused the cart to just glide on by. So now the cart will cap the point and the time is added to the clock, so that's cool.

    My HUD is still broken however, it now displays what I assume should be cart A's path including the mid point. But the rollback/forward zones are omitted, the cart image wont move and its still the wrong color.

    And I think I may have some leads as to the issues with the elevator, it looks like any and all "on pass" outputs are non-functional, and despite the orientation options set to 'no change' it still dips downward to attempt to reach the lower level.

    Like I said, I tried importing the gametype library prefab into my map, even just copy and pasting the entities into the map does nothing to fix the issues. It's almost completely not functional if done this way. I think I'll just have to put it together from scratch since I've progressed the furthest this way.
     
  8. Tenn1502

    Tenn1502 L1: Registered

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    I've solved a few of my issues and I'm very close to a playable map, however I've hit a brick wall when it comes to these last few bugs and I need someone to take a look at them. I've uploaded my map files to mediafire, please feel free to download them and try them out for yourselves.
     
  9. Tenn1502

    Tenn1502 L1: Registered

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    Sorry I need to bump the thread again, I've been at this for days now and these bugs are rendering the map unplayable.

    Could someone PLEASE take a look at my setup, I've rebuilt it from the ground up several times, copied the entities from the gametype library, screwed around with every facet of the game and the goddamn thing is still broken.

    I'm so close to a functional map, if anyone could do anything to make it work I need to know, and even if you couldn't figure it out I'd at least like to know that someone tried.
     
  10. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    The modified plr coding/set-up doesn't exist in the library - it's something completely new that I've been working on (UK-ALIAS helped with his thread at the start but Iv'e gone way beyond that now)

    I'll try to get everyone the mpl_ vmf set-up into the tutorials/resources folder tonight - then a tutorial resource to tell everyone how it works - lol

    The coding for the map is super hard (or is to me) as I'm breaking a lot of the typical plr conventions - it may drive you crazy too!

    Perhaps also call your game format mpl_ (multiple payload) this way players will know in advance that it's not your typical plr item.

    Hopefully when you see it - you'll understand the coding - it's really bizzare + you'll most likely have to modify the HUD files and pack them in before you see them work ( ? this is hit and miss at the moment) One of the problems is that the pl_ / plr_ HUD files are not game type specific - it takes the information from at least 3 (possibly 4) different files to display the HUD on the screen

    I am also working on a brand new idea that came to me at work (about 30 mins ago) that I will be looking at - but again it's HUD file manipulation on top of the mpl_ game set up.
     
    Last edited: Jul 20, 2015
  11. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    I prepped the file for you last night - detected a bug, then my comp crashed and is now in little pieces - will try doing a format tonight and get you the file later.
     
  12. Tenn1502

    Tenn1502 L1: Registered

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    It's all right, thank you so much for going through this! It's so good to know my work may not go to waste. :)