Triggers and Stopping the Payload Cart

Discussion in 'Mapping Questions & Discussion' started by English Mobster, Jul 18, 2011.

  1. English Mobster

    English Mobster L6: Sharp Member

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    Hello there.
    I'm having a bit of an issue.
    In my map, I have 2 trains which pass by on random intervals. These trains cross the path that the Payload bomb takes.
    I currently have 3 trigger_multiples set up, one for each of the trains and one for the bomb. I have a filter set so nothing can activate each trigger but the object that was meant to activate it (e.g. the trains or the bomb).
    Ideally, I'd like to construct an AND gate that checks if a train is passing by and if the bomb is about to cross the tracks, and if the outputs are both true, then to stop the bomb until the train clears the tracks, at which point the bomb is restarted (similar to the turntable on Barnyard Blitz, only more random and much more specific. :p)
    However, I have no idea how to even begin with making a function similar to an AND gate in TF2. My current set up uses a Logic_compare with the initial value set at 0 and initial comparison set at 2. When the bomb enters its trigger, the comparison value is set to 1. When the train enters its trigger, the regular value is set to 1 and then the values are compared. Once the train or bomb leaves its trigger, the values are reset.
    If the values are equal, the logic_compare sends a "Stop" input to the bomb, and once they become inequal again, the logic_compare sends a "Resume" command.
    IN THEORY, it should work. In theory.
    However, in practice, it's as if nothing's there. I've been researching any way to solve this issue and been turning up zip, so I turn to you guys to help. Anyone have any ideas? What am I doing wrong?
     
  2. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    Don't just stop the bomb, make sure you disable the capture area.
    Also you probably want to have the bomb cross the crossing automatically when it reaches a certain path_track and the way is clear, like in plr crossovers, otherwise there's a chance it could get stuck in the middle of the other tracks. And once it's crossed over, you probably don't want it to be able to rollback behind the crossing, so you sould disable a path_track there.
     
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  3. Nakedape

    Nakedape L1: Registered

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    "it's as if nothing's there"
    Make sure you have your trigger flags set correctly. ie players, physics, npc's etc
    Also, cool idea.

    You might also want to throw a stop in there so the bomb will stop immediately otherwise just disabling the capture point it might coast to a stop via acceleration.
     
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  4. English Mobster

    English Mobster L6: Sharp Member

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    Ah, yes! Trigger flags. Bombs aren't players. Silly me.
    I think that worked; thanks guys!