trigger_capture_area on Payload

Discussion in 'Mapping Questions & Discussion' started by Руй, Nov 21, 2016.

  1. Руй

    Руй L1: Registered

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    Is there a way to make working trigger_capture_area on a Payload map?
    I want to make a short cut that is activated by capture point (after 10 sec) since i want to give the other team chance to defend this point as well, i managed to make it but only works with CP rules and the cart doesnt work in this case
    (basicly something like the MVM doors but i want it as a short cut for the blue)

    so i have the car working or the door working but not both, but i want both to work T_T
    i am fine with any other alternative just that i couldnt figure out any other
     
  2. Anreol

    Anreol L6: Sharp Member

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    If I remember, CP and PL logic cant work together, there is literally no way to make both work at the same time.
    Maybe there is a hacky way, but I dont know.
     
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  3. Powerlord

    Powerlord L3: Member

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    As far as I'm aware, you can mix control points and payload. I'm not sure of any specifics for it, though.
     
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  4. Руй

    Руй L1: Registered

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    well i have done simple things but havent played much with the triggers and all those other things, so i am quite new in that area, i will try to figure something, thanks tho
     
  5. Powerlord

    Powerlord L3: Member

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    When you say the Payload doesn't work, does it not move or what?

    I've seen maps that use the Control Points game type have working payload carts on them... cp_helmsdeep for example.

    pl_cranetop starts and ends with a standard control point, but all the points in between are captured by a payload cart.
     
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  6. Руй

    Руй L1: Registered

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    Yep the car doesnt wanna move, thanks for the info of that map, i will check it and decompile it and see what i can learn from it
     
  7. ics

    aa ics http://ics-base.net

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    I've seen atleast one map where there is a multistage payload track and in the first stage, after 1st point there is this bridge or something blocked and you need to go up in a tower to cap a control point so the obstacle is moved and you can again push the payload.

    Problem was, the CP is never in the HUD so people who do not know what to do, will be confused. Only the payload HUD is visible as far as i remember. So it's possible, but maybe not a good idea.
     
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  8. Powerlord

    Powerlord L3: Member

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    You can probably trick the team_train_watcher into displaying the control point on it.

    Here's what I have in mind for your example

    • Set the team_train_watcher's Linked Control Point # / Linked Path Track # to the CP and the path_track the train stops at for the bridge.
    • In the path_track's OnPass:
      • Disable the previous track.
      • Enable the control point's trigger_capture_area.
      • Maybe make a sign pointing towards the now-active control point.
    • When the bridge finishes lowering, enable the next track and get rid of the sign.
     
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