Plr entity questions

Discussion in 'Mapping Questions & Discussion' started by takabuschik, Sep 2, 2014.

  1. takabuschik

    aa takabuschik

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    I'm trying to make some sort of crazy plr+domination mechanic and I need to know idf certain things can work:
    Can team_train_watcher have no path_track 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, but could happen with each cp, unknown which one)


    If not, can I set a last path_track, then have it teleported (to the only unowned cp)?
    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 its' 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"?
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    You need to have an ending path specified, but you can have it link to the first one and the train will just jump from the end of the hud to the beginning... unless you aren't even using that hud, then it doesn't matter at all.
     
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  3. takabuschik

    aa takabuschik

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    Last edited: Sep 3, 2014