Strange cart behaviour (prop_physics_override)

Discussion in 'Mapping Questions & Discussion' started by Loc_n_lol, Sep 17, 2011.

  1. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    Basically, when my cart reaches the final path_track and I break the phys_constraint, it 'hops' for no apparent reason (no trigger_push or anything crazy), and sometimes even jumps above the death pit :)lol:). Any ideas what I'm doing wrong ?

    [​IMG]
    Epic Fail.
     
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    Last edited: Sep 18, 2011
  2. Jeremy

    Jeremy L11: Posh Member

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    Maybe it's inside another object once the phys_constraint breaks.
     
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  3. Kiddnils

    Kiddnils L3: Member

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    The sewer_cap should be the problem like SirRaffi said it may be inside the cap.
     
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  4. Sergis

    aa Sergis L666: ])oo]v[

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    make blu team lose if it doesn't fall in. problem solved.
     
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  5. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    I had already tried making the sewer cap nonsolid but it changed nothing, the path_tracks are cleanly above its collision model.

    I think I found the problem. Seems to be a combination of 2 things.
    1)A specific final path_tracks placement (rolling on itself while falling down the pit)
    2)It is indeed inside a solid object... the func_tracktrain that lead it here (which is why the path_tracks matter I suppose), I needed to kill it as soon as the constraint is broken, otherwise it catapults the prop up and forward as it goes down.
     
  6. English Mobster

    English Mobster L6: Sharp Member

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    I had something similar happen to me once. Found out my path_tracks didn't extend far enough over the final cap.
    Was rather entertaining to watch, though.
     
  7. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    This, and an attempt to avoid it, is the cause of plr_jackal's much loved "Flying Cart Bug."
     
  8. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    I was haing the same thing happen - double check all coding on the entities, the trainwatcher, and the cp_master.

    If that fails - copy paste a knowing working one into your map - example - Using BoojumSnarks game play library I took out all the items for the payload version I needed and placed it into a new box - tested it to make sure it worked (it did). Saved and called it - pl_test_map-working.

    Then I did all my modifiactions/addons into it - using that as a template - calling each successive version path_test_1,2,3 etc until I got the end result that I neded. Then, once I knew it was working, I copied/pasted the nodes into my map and linked them into my existing track.

    The mystery of the jumping cart was solved - er - ok fixed - never did find out why it was happening - lol