- Apr 14, 2013
- 663
- 343
First, I apologise if you can't read this. I tried to make it as clear as possible but probably failed.
I'm trying to make some sort of crazy plr+domination mechanic.
My plan is to have the two payloads driving in two sets of parrallel tracks (and path_tracks) making a figure-8 shape, and capturing 3 points- in the middle, on one edge and on the other. Each time a cp is reached with a payload, the point turns to be the payload team's property. When all three are one team's property, that team wins. Think standin, but plr.
I am currently trying to make a functional prefab.
But before I start, I need to know idf certain things can even work in Source:
Can the team_train_watcher entity have no path_track name in the property "node that path ends at"?
In other words: can I make a payload start in a certain point, but then (theoretically) continue driving forever until the round ends (which will happen when a team owns all 3 cps, (standin style, captured by the payload), but could happen with each cp, unknown which one, just like standin)
If not, can I set a last path_track for the payload, then have it teleported or moved, to be the last cp unowned's path_track?
(In other words: move the last path_track to the last cp, according to the cp that the payload needs to capture to win, to trick hammer)
I am not sure I'll even be able to determine what's the last cp unowned. However, I'll count points owned using out of the map actual cp's (invisible in game, visible in hud)(I remember some crazy-gamemode map did that, but forgot the map's name). Those cp's will be changing hands according to the plr cps capping (visible in game, hidden in hud). I am pretty sure there is a way to follow the condition of every cp, and then, maybe, there's a way to know if two cp's are red and the other not (or two blu and the other not), and when that happens, find out which one is the one "not", and teleport the... [I think I'll better stop here, before it gets too long and no one will read the rest, but I guess you get the point]
If both are impossible (and I guess thats the truth), then, is there some way to make a player-pushed train entity thing, that works like a payload (and use the "OnPass" output for the cp-capturing path_tracks) but obviously has no "end path"?
I'm trying to make some sort of crazy plr+domination mechanic.
My plan is to have the two payloads driving in two sets of parrallel tracks (and path_tracks) making a figure-8 shape, and capturing 3 points- in the middle, on one edge and on the other. Each time a cp is reached with a payload, the point turns to be the payload team's property. When all three are one team's property, that team wins. Think standin, but plr.
I am currently trying to make a functional prefab.
But before I start, I need to know idf certain things can even work in Source:
Can the team_train_watcher entity have no path_track name in the property "node that path ends at"?
In other words: can I make a payload start in a certain point, but then (theoretically) continue driving forever until the round ends (which will happen when a team owns all 3 cps, (standin style, captured by the payload), but could happen with each cp, unknown which one, just like standin)
If not, can I set a last path_track for the payload, then have it teleported or moved, to be the last cp unowned's path_track?
(In other words: move the last path_track to the last cp, according to the cp that the payload needs to capture to win, to trick hammer)
I am not sure I'll even be able to determine what's the last cp unowned. However, I'll count points owned using out of the map actual cp's (invisible in game, visible in hud)(I remember some crazy-gamemode map did that, but forgot the map's name). Those cp's will be changing hands according to the plr cps capping (visible in game, hidden in hud). I am pretty sure there is a way to follow the condition of every cp, and then, maybe, there's a way to know if two cp's are red and the other not (or two blu and the other not), and when that happens, find out which one is the one "not", and teleport the... [I think I'll better stop here, before it gets too long and no one will read the rest, but I guess you get the point]
If both are impossible (and I guess thats the truth), then, is there some way to make a player-pushed train entity thing, that works like a payload (and use the "OnPass" output for the cp-capturing path_tracks) but obviously has no "end path"?