PLR, the BLU cart, and 3 people!

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
PLR, the cart, and 3 people!

I have this problem with the carts in my PLR map. Whenever there are 3 or more people at the cart as the round begins, the cart will not move until everybody leaves except 2 people. After this any number of people can push the cart.

I'm using the exact same setup as found in Boojum's gametype library and have been able to reproduce the same problem there as well.

Here's a console log of all the outputs sent from the round timer upon setup finishing.

Code:
(50.06) output: (team_round_timer,plr_timer) -> (plr_timer,Disable)()
(50.06) output: (team_round_timer,plr_timer) -> (plr_siren,PlaySound)()
(50.06) output: (team_round_timer,plr_timer) -> (plr_blu_pushzone,Enable)()
(50.06) output: (team_round_timer,plr_timer) -> (plr_red_pushzone,Enable)()
(50.06) output: (team_round_timer,plr_timer) -> (plr_setupgate_relay*,Trigger)()
(50.06) input plr_timer: plr_timer.Disable()
(50.06) input plr_timer: plr_siren.PlaySound()
(50.06) input plr_timer: plr_blu_pushzone.Enable()
(50.06) input plr_timer: plr_red_pushzone.Enable()
(50.06) input plr_timer: plr_setupgate_relay_s1.Trigger()
(50.06) output: (logic_relay,plr_setupgate_relay_s1) -> (s1_red_setupgate*,Open)()
(50.06) output: (logic_relay,plr_setupgate_relay_s1) -> (s1_blu_setupgate*,Open)()
(50.06) input plr_timer: plr_setupgate_relay_s2.Trigger()
(50.06) input plr_setupgate_relay_s1: s1_red_setupgate_4_bottom.Open()
(50.06) input plr_setupgate_relay_s1: s1_red_setupgate_4_top.Open()
(50.06) input plr_setupgate_relay_s1: s1_red_setupgate_3_bottom.Open()
(50.06) input plr_setupgate_relay_s1: s1_red_setupgate_3_top.Open()
(50.06) input plr_setupgate_relay_s1: s1_red_setupgate_2_bottom.Open()
(50.06) input plr_setupgate_relay_s1: s1_red_setupgate_2_top.Open()
(50.06) input plr_setupgate_relay_s1: s1_red_setupgate_1_top.Open()
(50.06) input plr_setupgate_relay_s1: s1_red_setupgate_1_bottom.Open()
(50.06) input plr_setupgate_relay_s1: s1_blu_setupgate_4_bottom.Open()
(50.06) input plr_setupgate_relay_s1: s1_blu_setupgate_4_top.Open()
(50.06) input plr_setupgate_relay_s1: s1_blu_setupgate_3_bottom.Open()
(50.06) input plr_setupgate_relay_s1: s1_blu_setupgate_3_top.Open()
(50.06) input plr_setupgate_relay_s1: s1_blu_setupgate_2_bottom.Open()
(50.06) input plr_setupgate_relay_s1: s1_blu_setupgate_2_top.Open()
(50.06) input plr_setupgate_relay_s1: s1_blu_setupgate_1_top.Open()
(50.06) input plr_setupgate_relay_s1: s1_blu_setupgate_1_bottom.Open()
(50.07) input plr_setupgate_relay_s1: plr_setupgate_relay_s1.EnableRefire()

Here's a side-by-side comparison of the 2 pushzones in Hammer.

BLU Cart | RED Cart

Halp. :(

EDIT: It happens with both carts. I've ran the same test on Cornfield and I get the same outcome with both carts.
 
Last edited:

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
I think Boojum is trying to sabotage our maps! ;D

Not sure though, I get a rare problem where both carts sometimes stops at the cross-over path_track. No way to get it working except restarting the map :S
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
I have had Psy's problem on pipeline myself.. so good luck fixing it xD
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Outputs and keys are more important to see. Particularly the pushingcase. But assuming you didn't alter anything I'll have to look into this myself.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I copied everything from the gametype library back into my map to make sure and the problem still persists.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
0855 - A Boojum Snark: indeed, exact same issue occurs on pipeline
0855 - A Boojum Snark: however, I'm really confused as to why it only does it with three people...
0855 - A Boojum Snark: it looks like it should do it with any number
0857 - A Boojum Snark: so the logic error here with the carts...
0857 - A Boojum Snark: when the cap zone is enabled, 0 1 2 and 3 are all fired at the case, which then fires all it's case outputs.
0857 - A Boojum Snark: 3 is always the last to fire, so normally it would go
0858 - A Boojum Snark: but. 0 fires the rollback logic_branch, which being one more step down the entity chain ends up firing the stop input immediately after.

/me gets to work on solution
 

ParanoidDrone

L3: Member
Feb 19, 2009
147
11
Is it 3 people or a 3x multiplier that's important here? I just remembered the Scout's 2x capture rate, so Scout + non-Scout may or may not be the same as non-Scout * 3 for this.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
It's 3 people. I tested it with just myself (pyro) and a bot as a Scout and the cart moved fine.