WiP in WiP, post your screenshots!

Tumby

aa
May 12, 2013
1,087
1,196
b291f73b64.jpg
 

RaVaGe

aa
Jun 23, 2010
733
1,210
Doing something fun for blorav :p , if someone skilled enough with the entities can give me a hand on that, it would be much appreciated tho.


Shitty lighting btw.

cp_rav_b5_30001.jpg

cp_rav_b5_30002.jpg
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Doing something fun for blorav :p , if someone skilled enough with the entities can give me a hand on that, it would be much appreciated tho.


Shitty lighting btw.

cp_rav_b5_30001.jpg

cp_rav_b5_30002.jpg

You mean the elevator? I'd just do a func_tracktrain (flag it for fixed orientation, make no height above tracks) with path_tracks and a trigger that's filtered to BLU to make it move up and down.

You can also go the extra mile and have a RED trigger that disables the BLU trigger and makes the lift stop. Bare in mind it's awkward to do capping on this unless you just have it enable at the top (even then it's confusing)?

I did something very similar ages ago on this map so feel free to decompile it and see how it works. (Speaking of which, I think baconmeadow should be next on my remakes list.)

edit: baconmeadow's latest version lacks the lift so if you want a decompile for a functioning lift to see by any chance you'll have to grab me
 
Last edited:

RaVaGe

aa
Jun 23, 2010
733
1,210
You mean the elevator? I'd just do a func_tracktrain (flag it for fixed orientation, make no height above tracks) with path_tracks and a trigger that's filtered to BLU to make it move up and down.

You can also go the extra mile and have a RED trigger that disables the BLU trigger and makes the lift stop. Bare in mind it's awkward to do capping on this unless you just have it enable at the top (even then it's confusing)?

I did something very similar ages ago on this map so feel free to decompile it and see how it works. (Speaking of which, I think baconmeadow should be next on my remakes list.)

edit: baconmeadow's latest version lacks the lift so if you want a decompile for a functioning lift to see by any chance you'll have to grab me

Well the elevator is not the issue, the thing is, I want it to act like the elevator on hightower, but I don't know how to parent the HUD to the elevator, I can use a trick to count the people on the elevator and then calculate the speed of the elevator to fit the capture time, but i'm not sure about how doing it, there's also an issue when it rolls back, I don't know how much time it takes when the capture rate is decreasing, and if I don't have the same amout of seconds between the elevator rollback and the capture rate, the whole thing will be completly desynchronized after a few try to capturing the control point, and thus the point will be captured before the elevator goes to the top, or the players will have to wait a moment on the top before it is captured.
 

Toomai

L3: Member
Apr 14, 2011
129
144
Well the elevator is not the issue, the thing is, I want it to act like the elevator on hightower, but I don't know how to parent the HUD to the elevator, I can use a trick to count the people on the elevator and then calculate the speed of the elevator to fit the capture time, but i'm not sure about how doing it, there's also an issue when it rolls back, I don't know how much time it takes when the capture rate is decreasing, and if I don't have the same amout of seconds between the elevator rollback and the capture rate, the whole thing will be completly desynchronized after a few try to capturing the control point, and thus the point will be captured before the elevator goes to the top, or the players will have to wait a moment on the top before it is captured.
Try trigger_timer_door, that's supposed to be a version of trigger_capture_area that tells a func_door (which in this case is the elevator) how wide to open based on its cap progress.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Make it look like the words were written in actual salt.

Because reasons.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
This could be the final version of the overlay!
C07ED60D4268DF6F6B7061A15E37EFE6AC7C851D

I decided that this time I'd work to make it more like TF2

It's very blurry (looks like they printed out a jaypeg), I'd suggest having rougher edges? Take a look at how official TF2 posters do edges.