So I want to make a game where basically Ts (JB) have to avoid oncomming cars before being crushed. On the press of a button cars come, follow the path_tracks to the end, teleport back to the start and go again until a button is pressed again. This part works so far. But I wanted to make 2 difficulties - and somehow the branching doesnt work at all. The first node gives the 2 path_tracks for the branches, the easy- and hard-button either "DisableAlternatePath" or "EnableAlternatePath". But no matter what I do, the car takes the speed from the starting node and ignores the speeds of both branches (while driving to the nodes correctly). Below the settings (not mentioned stuff is default or not related to path_track). tracktrain values: First Stop Target: Startingnode Max Speed: 2000 Initial Speed: 100 Damage on Crush: 200 Flags: No User Control, Unblockable child is a prop_dynamic car Startingnode values: Next Stop Target: easy Branch Path: hard New Train Speed: 2000 OnPass !activator stop Flags: Teleport to THIS path track easy values: Next Stop Target: node2 New Train Speed: 750 Flags: Uphill hard values: Next Stop Target: node2 New Train Speed: 1250 Flags: Uphill So from my understanding the tracktrain should drive either 750 or 1250. But instead it drives 2000 no matter what I do On a sidenote the tracktrain has Move Sound "ATV_fourthgear_noshift" which never plays ingame. Can someone please tell me what Im doing wrong with the branching? Because I have no clue.
Wow I had posted something but looks like it didn't go through. I don't have much experience with path_track but you could circumvent this by using a point_template that spawns either of two simple no collision mini walls that move forward with the car parented to them and on top of them. Each at different speeds of course. I can try to make an exemple on hammer if you'd like, add me on steam ( http://steamcommunity.com/id/dnrme ) Edit : Misread about the game but same plan applies (can spawn random moving cars)
I have added you on steam. Yeah that could work. Currently Im reworking the street to fit another game-area, so I might drop the easy difficulty completely (no point for the car to take 15 sec to you), and thereby fixing the problem. Also Im not spawning the cars at the moment but hide them in a occluder. Hopefully 48 cars wont crash the server >.< Otherwise I will spawn and despawn of course.