Payload track needed

I need some help making a payload track. think anyone can help me?

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what do you mean by that?

payload as in one team pushes an object to a certain location while the other tries to stop them

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payload track as in something for the payload object to run on

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Ball device
and some gadgets
But make the track small enough so players can’t switch sides

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Welcome back to forums @LYLE

The title is a bit confusing to those who didn’t read the topic yet- mind if I change it so it’s more understandable?

CONGRATS!!!
You are a regular!!!
Good job!

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Congrats in reg!

Reusable bumps are only for guides :upside_down_face:

And they don’t bump anymore if someone replies under it.

Anyway, I’m returning to esports cya

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like in bfn? i love bfn btw I KNOW THIS IS OFF TOPIC

This is my attempt at making a payload and payload track for a game I’m making.


I have barriers spaced out so that players can go through, but the ball(payload) stays on the track. For this to work well, you should set the ball’s bounciness to 0, so it just slides on the barriers, instead of bouncing around which makes it lose speed. The other ball settings can be whatever you prefer.

Welcome to Gimtropolis of Gimland! This is where forums users talk about all things Gimkit! Check out forum-beginners and forum-tips !
Useful post, great job on knowing what to do right away!

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From what I’ve seen for payload in other games, they use a bunch of zones and props like in Team Fortress Gimkit. I believe TFG uses a system that detects he amount of players of a certain team are in a zone and makes changes according to these values probably with a sort of point system.

Personally however, I’d rather use a system using the Player Coordinates.
First, using the Player Coordinates, determine the areas the pushing team will push and place the item representing your payload. Determine a perimeter around those areas on where players can “push” the payload.

Now using block code, check if the player’s location is inside of that push area. If the player is in that pseudo zone, either “push” that payload by deactivating the prop and activating the next prop only if there isn’t an opponent in that zone too. If the payload has been pushed, change the values in the Coordinate device to the new push zone.

While yes you could use the previously mentioned zone method to replace the Player Coordinates Device, in a insane game where you’re fending off enemies and pushing that payload, faulty zones is the last thing you’ll want. Player Coordinates are more reliable than zones.

TL;DR: Use zones for an easier system to make, and use player coordinates for a more reliable payload system.

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You could replace the spaced out barriers for inactive Ball Zones in Blastball goal form. Use the sides of the Ball zone for your ball to keep in place and for players to be able to move wherever they please.

This payload system is fine, but from personal experience, I prefer to not use ammo to push a payload but rather actually push it, which this doesn’t do that exactly.

I thought that TFG used a button for their payload.

They had a prop (payload) that had a button beneath it that would make both the button and prop disappear and make another pair appear a few meters ahead

It’s been a hot minute since I’ve actually played TFG. A button system would probably work fine, but again a zone or player coordinate system would better replicate that pushing payload feel.

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Welcome to the forums, certain jtoh April Fools diff- I mean @korn!
Make sure to read the forums ToS (terms of service)!
Anyways, you could use already small props with hitboxes and space them out like the barriers, tint them black, make their transparency the minimum, and then make rail barrier art.