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View Full Version : Model Bomb cart with multiple skins


Pseudo
05-01-2008, 01:58 AM
Here is the Gold Rush bomb cart, with additional skins for a red bomb and neutral bomb. The neutral cart also comes in versions with a blue light and with a red light.

To use, extract into your \team fortress 2\tf\ directory.

I have not experimented enough with the payload game system to be certain that it works with a neutral cart or with red escorting but I assume these are possible.

The spinning light on top of the cart in Gold Rush is a particle system. Valve has not released their particle editor. You'll have to use some other method to get a light effect in various colors.

YM
05-01-2008, 09:32 AM
Yes, I have played with the goldrush system and It will work with any prop as a cart - bring on the custom explosives!

necro
05-01-2008, 04:29 PM
What about the health dispensation? How'd they do that?

trainRiderJ
05-01-2008, 04:40 PM
What about the health dispensation? How'd they do that?

[INFO] Payload entity setup. (http://forums.tf2maps.net/showthread.php?p=17360#post17360) - by Spacemonkeynz

Pseudo
05-01-2008, 04:49 PM
Yes, I have played with the goldrush system and It will work with any prop as a cart - bring on the custom explosives!
I know that it can be any cart model, but I was saying I haven't confirmed that the payload HUD will work in a game where both teams can escort a neutal cart. Would this display properly? I don't know how much of the HUD stuff is hardcoded.

What about the health dispensation? How'd they do that?
It is a point entity named "mapobj_cart_dispenser" and a brush entity "dispenser_touch_trigger". It can be set to either team.

sunoxen
05-01-2008, 05:42 PM
Does the neutral color call out for a "Tug of War" type map? And how does the dispenser work when it is neurtral?

Pseudo
05-01-2008, 05:51 PM
You could have two dispensers on a neutral cart, one for each team. Maybe disable the dispenser of the team not currently in charge of the cart.

Pseudo
05-03-2008, 02:23 PM
According to this thread (http://forums.tf2maps.net/showthread.php?t=2068#4), the HUD always shows blue icons for the train. It sucks that Valve only creates stuff to do the bare minimum for what they have in mind at the moment, without any consideration to what the custom mappers could do if these entities were fully implemented.

VelvetFistIronGlove
05-03-2008, 05:41 PM
/me wonders if you could do custom HUD elements by parenting appropriately textured func_brushes to the players...

tedrock
05-04-2008, 08:32 AM
you can add these to the model Pseudo... once they reach community approval.

http://i243.photobucket.com/albums/ff48/thetedrock/nuke.png
r3d requested this

http://i243.photobucket.com/albums/ff48/thetedrock/tf2m.png
figured it could be used on the collab map. i might remove the hammers. can't get them to look right

AWESOME-O
05-04-2008, 08:37 AM
it should be cool to have one with a sapper on it,

Objective, red sapped your bomb, its going to explode, bring it to the red base before its explode.

Spy sapping the friking Bomb

/edit Tedrock nice

R3dRuM
05-04-2008, 12:52 PM
t3d ownz

tedrock
05-04-2008, 06:00 PM
there was some confusion. i will be releasing a model of my own with my skins. just polishing up the textures before i post the model