Second spawn for red does not enable properly, and hud does not display properly (payload)

Discussion in 'Mapping Questions & Discussion' started by silverSketch, Mar 3, 2021.

  1. silverSketch

    silverSketch L1: Registered

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    Been having an issue in which my red spawn does not enable properly after the first point, even though I have it set to enable in the outputs of the control point. I have a blu second spawn set up, and it enables completely fine. I don't really know what to do at this point, so I'll just link my map's file.

    My second problem is that the hud does not display properly and only shows one point, but this isn't really something I'm worried about at the moment.
     

    Attached Files:

  2. silverSketch

    silverSketch L1: Registered

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    Fixed the issue with the spawns, but I still have an issue with the hud
     
  3. Kill_the_Bug

    aa Kill_the_Bug

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    HUD is controlled by two entities:

    Team_train_watcher
    CAP point hologram models

    team - has to have the name of your cap point and the path_track node associated for that point < which also tells the game where to put the icon on the line in terms of distance

    Cap point model - each one has to have a unique name and index number 1-8 you cannot have more that 8 in a map

    then the progression of the cart on the HUD and in game is controlled by path_node logic

    i.e.
    on pass capture current cp
    on pass set 'the name of the next point to be capped' this tells the game you now own x and y is the next item up for grabs
     
  4. MOCOLONI

    MOCOLONI L6: Sharp Member

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    Hey, sorry for the delay in checking your file.

    Your team_train_watcher's ending node isn't the actual final path_track; replace 'final_path_point' with 'final_path_point5'. Everything else (payload-wise) seems to be set up properly.
     
  5. silverSketch

    silverSketch L1: Registered

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    thanks for the tips! I'm a relatively new mapper with not much experience with payload lol