[PREFAB] Payload Circuit Gametype

Discussion in 'Tutorials & Resources' started by 14bit, Apr 13, 2015.

  1. 14bit

    aa 14bit L14: Bit Member

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    Here's the basic gametype logic for my "Payload Circuit" map that I did for April Fools day. It was originally intended to be a joke, but it actually plays quite well, and several people asked how I did it.


    Both teams must push their cart into the rear end of the other team's cart. An explosion and silly physics ensue.

    If you want to try it out, check out plr_orbit!

    Disclaimer: I didn't do this all myself. This was based off of the single stage PLR entity setup from A Boojum Snark's gametype library, and the overtime system i snagged from plr_nightfall.

    Known issues:
    • Overtime won't activate unless at least one cart has moved past the first path_track
    • Carts remain active (although invisible) after the round has ended
    • Warning sounds and announcer lines play when a cart reaches the end of the track on the HUD
    • Rollback zones DO NOT WORK. They cause... issues. Rollforwards zones are fine.
    If you have any questions, feel free to ask!
     
    • Thanks Thanks x 5
    Last edited: Jan 27, 2016
  2. Anreol

    Anreol L6: Sharp Member

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    I love that map... so original, i never saw something like that.
    Thanks for the prefab
     
  3. Anreol

    Anreol L6: Sharp Member

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    Now i`m finally gonna to use it...
    But how it works?
    If i want to make the path larger, i just need to create a new path_track, and then set (for example) track_blu_7, link it with track_blu_08 and then with track_red_base.
    Both carts will continue without any problem?