[SOLVED] payload race blu side cart stuck, custom nightfall

Cornsauce

L1: Registered
Dec 20, 2021
4
0
Hi, I'm making a custom version of plr_nightfall that's just the third stage of the map, making it just a single stage plr.

I can't get the blu cart to move at all. I've checked every track node, the func_tracktrain, team_control_point, team_train_watcher, and pushzone/trigger_capture_area, and I'm not seeing where any issues would be. I do have a tf_logic_multiple_escort. Weirdest part is, the red cart is set up identically (as far as I can tell) and works perfectly as expected. If anything, I expect it could be a problem with the blu tracks, since it seems like the pushzone detects players just fine, but the hud shows the circle with a line through it Ø.

Another interesting thing to note is that some of the track nodes have an output to entities called "plr_red_rollback" and "plr_blu_rollback." Neither of these appear to be present when I decompile the original map, so I don't know what they're used for, but I left the logic in the track nodes since it didn't seem to cause problems with red side. If anyone has any info on these or how they could be related please let me know.

I've also played around with different team_round_timer values, and compiled the map on both fast and default. Again, it's just blu cart that has issues. Thanks.
 

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  • plr_nightfall_custom.vmf
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Cornsauce

L1: Registered
Dec 20, 2021
4
0
okay so FOR SOME REASON (?????) in a single control point payload race (no checkpoints) you NEED each control point to have ITSELF as a PREVIOUSLY REQUIRED POINT. i only finally noticed this when triple checking against a plr prefab.
view

logically this makes no sense, which is really annoying, but i can see why i missed it. pretty sure you don't need these previously required points on a track with checkpoints, only on no checkpoints. marking this as solved i guess for anyone else who might have this problem.
gg hammer