[ edit nov 1st, 10 pm est ] i genuinely expected this video to be like the last video about payload carts, if not possibly one more about the soul/cart stuff maybe. but it doesn't look like i get to step away yet ;__; twitter.com/shounic_/status/1323106009347428352 [ original message ] this has been sitting in my todo list for a while and i'm tired of looking at it, so here's a payload video, tying up loose ends, out of the blue :) also, sorry! i've been super unproductively lately. going to be trying harder to get more done :)
well, it's what actually determines if someone's pushing the cart or not. if it didn't rotate, you'd end up with stuff as simple as a left turn causing the cart to suddenly become a lot more difficult to push from behind, but also a lot easier to push from the side
Btw, the "soul" is basically the cart's hitbox, the cart died like an animal in desert when the soul was gone (aka, erased from existence after final cap), so the cart became a regular object with no hitbox or interaction method Tl;dr The cart changed to a dud with no way to stand or move since its hitbox did not exist anymore. Valve probably did not want the hitbox and the cart to seperate from each other
@@Cat780j if the model didn't have a hitbox or interaction model, it'd just fall through the floor since ... it wouldn't have anyway to _collide_ with it it _is_ the cart's "pushbox," though, so the dud wouldn't response to player proximity in any way. it would still response to player _collision,_ though, albeit as just another physics object that players can knock around with the limited physics forces that players can exert in tf2 basically, the reason why the cart just flops like that is because the "soul" doubles as a waypoint for it, so that it can know where it's _supposed_ to be and exert physics forces on itself to try to move to it from its current location. without the "soul," the cart is left with no end goal, so it just ... stops exerting physics forces on itself. after all, it has no direction, nor distance it has to cover, so how could it possibly calculate how much force it needs for this frame? i mean, it could _try._ but trying to perform geometry calculations with a null pointer is a quick way to crash a program, so you _usually_ want to make sure the program checks to make sure that the pointer _isn't_ null before doing that
SCP --- Object Class: Euclid SCP --- is an old wooden wagon on a railroad track, with the front of the wagon having been partially destroyed. Inside of the wagon is a large, blue painted explosive device, with an approximate [REDACTED] blast radius. The explosive appears to have no noticeable arming mechanism attached to it. Attempts at removing the explosive from the wagon have so far proved unsuccessful. Contact with SCP --- has triggered no reaction, unless subject is wearing a substantial blue article of clothing, such as shirts, pants, or a hat. Upon coming into approximately 3 feet of SCP ---, SCP --- will suddenly begin to fly towards the nearest wall at [REDACTED] MPH, instantly killing anyone in it's path, and slamming into the wall with immense force. It will continue to sporadically smash itself against the wall until either the wall breaks, or an indeterminate amount of time passes. It is theorized that SCP --- is moving towards an "objective point" of some sorts. Where this objective is, and what will happen when it reaches said destination are still unknown
Test Log: Test #: 001 *Conditions:* D-6319-01 was supplied with one (1) blue hat and instructed to approach SCP ---, while several researchers observed from a distance of ten feet. *Results:* The object showed no reaction to the D-Class. Test #: 002 *Conditions:* The same D-Class as the previous test was supplied with an additional blue shirt and instructed to approach the SCP again. *Results:* As the D-Class came within approximately three feet of the wagon, it began to violently shake. The D-Class stopped, but was advised to continue approaching the SCP by Dr █████. The D-Class was able to walk another step before the wagon slammed into the opposite wall, destroying several layers of its reinforced concrete containment cell. Test #: 003 *Conditions:* D-6319-02 was supplied with one (1) blue hat and one (1) blue shirt and instructed to apporach the SCP as fast as she could. *Results:* The D-Class sprinted towards the SCP. Upon reaching a distance of 3 feet from the wagon, it accelerated violently towards her, sending itself and the D-Class directly into the researchers nearby. The wagon demolished several layers of its containment cell again, with no traces of the researchers or D-Class personnel. Testing suspended indefinitely.
3:45 Do you think this behaviour is linked to the payload carts randomly flipping over, seen on a few UA-cam videos and by myself on a few occasions? (I have seen the cauldron flip twice in a single round on Precipice a few days ago)
The cart loves to do backflips on the last point of upward, I've seen it myself a few times. Used to make an appearance in the background of LuckyLuke's top 10 TF2 plays series every so often, maybe it's more common in demo playback?
the whole "soul" thing seems to be kinda similar to how the physics behave if you whip a model around really fast with the physics gun in garry's mod. I wonder if there's a whole universal 'visible physics object vs object origin' system in every source engine game, and how it all works
i doubt it. i'm pretty sure the entire reason why carts are made out of two different entities is to solve the issue of having an object that's tightly constrained to a complex path ( or at least, is _supposed_ to be before unintended speeds cause it to calculate a path that passes nodes before it even reaches them ) yet is still supposed to perform standard physics calculations so that players and other objects interact with it intuitively. thus, you have the "soul" which acts as a waypoint that moves just through direct position manipulation and the model which is a full-on physics object that tries its hardest to keep up with the waypoint using actual physics forces granted, the same principles can easily apply to the physics gun, since it constantly pulls a physics objects towards a moving non-physical position, effectively giving whatever object you're currently holding a "soul." hell, it even happens with hl2's gravity gun and "press use to grab objects" mechanics in the right circumstances, though the limited control and the fact that they have failsafes where they drop the object makes it so that you don't see it _remotely_ as often as with the physics gun
2:30 and 3:36 The soul has exploded, leaving the kart's physical body with no soul to inhabit it. The body reaches a state of total limpness, a state of eternal sleep per se, waiting patiently for a vacant soul to inhabit its peaceful body.
There is a specific case where the soul of the cart caps final, but doesn't end the game until the physical form enters the hole. You can theoretically sticky detonate between the physical cart form and the hole that it is supposed to enter through the tight window time when the glass doors of that hole opens and the cart is about to enter a state where it can be pushed and blasted around.
The way you talk about the “soul” and “physical half” of the cart makes this video sound like the audio logs of a mad scientist conducting cruel experiments to try to discover the secret to immortality
Since we're back on the cart topic, can you show what happened with the old mann mettle update's famous glitch of capping the last point by throwing a weapon in the hole that the cart will explode at using the ability to pick up weapons off the ground that the update introduced. What happens to the soul then (well, did since that's been patched)?
So I went and looked into some old Badwater and Goldrush files from the old TF2 SDK, and found at least part of the reason for the bug. In the last point's bomb pit, there is an invisible trigger that detects when the cart falls in, which explodes the bomb pit and does some other stuff. The trigger is meant to link to a filter which tells the trigger to ignore certain objects (in this case, ignore anything that's not the bomb cart). However, on these maps, this trigger referenced a filter that didn't exist, and thus any physics object that fell into the trigger zone could activate it. This was likely undiscovered for a long time, since these maps have doors over their pits which block objects from falling in until the cart reaches it. It only really became an issue when a physics object capable of falling through the doors was introduced in the form of Gun Mettle's newly-introduced dropped weapons. Why dropped weapons were capable of falling through the bomb pit doors in the first place is another mystery entirely.
I love that in these videos he refers to the different parts as ‘body’ and ‘soul’, implying that the payload cart is a living being due to the soul and not just an inanimate object
@@John-ek4xc 1. you missed the joke 2. Mossrock is an attack defend map 3. On the last point, there is a train. 4. i was doing a play on the "stop the train in GTA" trend 5. you missed the joke
I never believed my programming teacher when he said that users are evil and will try to put in the weirdest inputs to make your code break, then I found this guy.
Clearly what is being demonstrated here is the source engine’s representation of breaking the speed of light. See, the payload becomes pure energy and goes directly towards its objective.
Every scout within a 10 km radius when you stop pushing the cart cuz it went into a wall and it has started floating out of your reach "WHAT THE HELL WHO STOPPED PUSHING THE CART?!?!?!?!"
The cart is actually also affected by sv_gravity, you just have to reload the map after changing it (this affects ragdolls too). Once the map is reloaded, you can change sv_gravity back to default but the cart and ragdolls still use the changed value. It makes it impossible for the cart to go up slopes if gravity is high enough, and impossible to go down if gravity is negative enough. Haven't tried combining it with increased cart speed though, maybe something interesting happens.
wait what the fuck? were you also the person who originally asked this? someone asked me about this in the past, so i actually checked it out while i was looking into things for this video and thought it didn't work... holy shit i guess this is all i'm doing next week lmao twitter.com/shounic_/status/1323106009347428352?s=20 tyvm for letting me know, btw :)
@@shounic No I don't think I asked this before, I discovered this a while ago when me and a friend were fooling around. We knew that it affected ragdolls and were messing with that but discovered by accident that it affected the cart when we noticed we couldn't cap the first point.
[ edit nov 1st, 10 pm est ]
i genuinely expected this video to be like the last video about payload carts, if not possibly one more about the soul/cart stuff maybe. but it doesn't look like i get to step away yet ;__; twitter.com/shounic_/status/1323106009347428352
[ original message ]
this has been sitting in my todo list for a while and i'm tired of looking at it, so here's a payload video, tying up loose ends, out of the blue :)
also, sorry! i've been super unproductively lately. going to be trying harder to get more done :)
ok
ok
ok
ok
I hope you are doing ok.
3:45
The way you delivered "it pops a sick fucking wheelie" in a deadpan tone made me laugh so hard.
this channel is a masterclass in dry humor in case you haven't noticed
It's good to know I'm not the only one who laughed at this.
Me too
It's funny every time he swears because it's always out of nowhere
he did this in another video with another quote and it cracked me up so hard
The sped up version of the cart feels like a gmod skit
always was
it''s having a temper tantrum
When you noclip around with a prop on the physics gun and it's just being smashed into the ground spazing out
How to steal a comment from the previous payload cart video
I imagine if it could talk, it’d sound like the infected from left 4 dead
gotta go fast
true
Its the funny sonic man
"And nothing of value was lost" cybershell 2020
Poggershell
damn a comment on the main account
make video pleeease TT_TT
1:08 Speed limit 15
Cart: This sign can't stop me because I can't read
15 what? 15 light years per second?
@@calcutt415 sandviches per mann
I'm not sure why, but the phrase "It pops a sick fucking wheelie" is just comedy gold
Why aren't you sure?
@@FFFFFFF-FFFFFFFUUUUCCCC I just don't know why it's so funny
@@Moxilock probably because he says it in his almost monotone voice
its the deadpan tone that makes it good
Just be sure?.. Get better sweaty 🤗
Strange that the “soul” is not axis-aligned.
There was probably some spaghetti monster valve was trying to avoid
well, it's what actually determines if someone's pushing the cart or not. if it didn't rotate, you'd end up with stuff as simple as a left turn causing the cart to suddenly become a lot more difficult to push from behind, but also a lot easier to push from the side
Btw, the "soul" is basically the cart's hitbox, the cart died like an animal in desert when the soul was gone (aka, erased from existence after final cap), so the cart became a regular object with no hitbox or interaction method
Tl;dr
The cart changed to a dud with no way to stand or move since its hitbox did not exist anymore.
Valve probably did not want the hitbox and the cart to seperate from each other
@@Cat780j if the model didn't have a hitbox or interaction model, it'd just fall through the floor since ... it wouldn't have anyway to _collide_ with it
it _is_ the cart's "pushbox," though, so the dud wouldn't response to player proximity in any way. it would still response to player _collision,_ though, albeit as just another physics object that players can knock around with the limited physics forces that players can exert in tf2
basically, the reason why the cart just flops like that is because the "soul" doubles as a waypoint for it, so that it can know where it's _supposed_ to be and exert physics forces on itself to try to move to it from its current location. without the "soul," the cart is left with no end goal, so it just ... stops exerting physics forces on itself. after all, it has no direction, nor distance it has to cover, so how could it possibly calculate how much force it needs for this frame?
i mean, it could _try._ but trying to perform geometry calculations with a null pointer is a quick way to crash a program, so you _usually_ want to make sure the program checks to make sure that the pointer _isn't_ null before doing that
@@hi-i-am-atan Falling through the floor would require being subject to gravity, which could be part of the hitbox/interaction model.
POV: The BLU team has 5 Scouts
the cart's max speed is 3x though
@@Mate_Antal_Zoltan in case you were tired or weren’t paying full attention, he was making a joke
@@soursugar4867 how are you so sure that he knows that 5 Scouts are the same as 2 Scouts?
@@Mate_Antal_Zoltan I’m not exactly, just explaining the thought process behind the comment
@@Mate_Antal_Zoltan r/wooosh
laughed so hard at the cart going limp after the 'soul' dies, I know why it actually happens but your explanation is so hilarious
The Source Engine is beautiful.
69 likes
I don’t know why, but I like when the cart goes limp.
It just gives up
no more work? instant nap
@@thebluejintythomasthetanke587 just like me
If only she loved me when I went limp too...
Sweet release
0:53 You can actively here the engineer screaming form all the SFM's we've all watched
I need some doggone help!
WAAAAAAAAHHH!!!!
waaaaaaaaaahhhhhhh!!!!
*WHAAAAAAAAAAAAAAAAAAAAAHHHHHHH!!!!!*
From*
YEEEEEEEEEEEEEE
SCP --- Object Class: Euclid
SCP --- is an old wooden wagon on a railroad track, with the front of the wagon having been partially destroyed. Inside of the wagon is a large, blue painted explosive device, with an approximate [REDACTED] blast radius. The explosive appears to have no noticeable arming mechanism attached to it. Attempts at removing the explosive from the wagon have so far proved unsuccessful.
Contact with SCP --- has triggered no reaction, unless subject is wearing a substantial blue article of clothing, such as shirts, pants, or a hat. Upon coming into approximately 3 feet of SCP ---, SCP --- will suddenly begin to fly towards the nearest wall at [REDACTED] MPH, instantly killing anyone in it's path, and slamming into the wall with immense force. It will continue to sporadically smash itself against the wall until either the wall breaks, or an indeterminate amount of time passes.
It is theorized that SCP --- is moving towards an "objective point" of some sorts. Where this objective is, and what will happen when it reaches said destination are still unknown
This is a very well thought comment
this could really be a SCP
Test Log:
Test #: 001
*Conditions:* D-6319-01 was supplied with one (1) blue hat and instructed to approach SCP ---, while several researchers observed from a distance of ten feet.
*Results:* The object showed no reaction to the D-Class.
Test #: 002
*Conditions:* The same D-Class as the previous test was supplied with an additional blue shirt and instructed to approach the SCP again.
*Results:* As the D-Class came within approximately three feet of the wagon, it began to violently shake. The D-Class stopped, but was advised to continue approaching the SCP by Dr █████. The D-Class was able to walk another step before the wagon slammed into the opposite wall, destroying several layers of its reinforced concrete containment cell.
Test #: 003
*Conditions:* D-6319-02 was supplied with one (1) blue hat and one (1) blue shirt and instructed to apporach the SCP as fast as she could.
*Results:* The D-Class sprinted towards the SCP. Upon reaching a distance of 3 feet from the wagon, it accelerated violently towards her, sending itself and the D-Class directly into the researchers nearby. The wagon demolished several layers of its containment cell again, with no traces of the researchers or D-Class personnel.
Testing suspended indefinitely.
There are two parts of this SCP, the normal SCP and the A form. The A form is the soul and the normal SCP is the cart
I think that might be a safe class. Or to use the new scheme, Safe/Vlam/Critical
My favorite payload cart "anomaly" was on Bloodwater when Monoculus spawned inside the cart as the second point was capped, and died instantly.
I love how there is a sign in bad water with a 15km/hr speed limit and this cart just declines
Thank you for clarifying the astral projection discrepancy of the cart's soul. I was worried about that.
Whenever the cart gets caught the soul is always a few steps away, patiently waiting for them to be reunited
A mood
Everyone: haha look at the cart it is spazzing out its so funny haha
The cart: help I'm having a seizure pls call the ambulamce
Ahah ahh! Call an ambulance! For me!
But the cart can be it’s own dispenser
cart IS the ambulance
What do you mean that WAS our ambulance?
@@GewelReal but the soul left the body, so it can't heal itself anymore
3:45
Do you think this behaviour is linked to the payload carts randomly flipping over, seen on a few UA-cam videos and by myself on a few occasions? (I have seen the cauldron flip twice in a single round on Precipice a few days ago)
The cart loves to do backflips on the last point of upward, I've seen it myself a few times. Used to make an appearance in the background of LuckyLuke's top 10 TF2 plays series every so often, maybe it's more common in demo playback?
it pops a sick fucking wheelie
the whole "soul" thing seems to be kinda similar to how the physics behave if you whip a model around really fast with the physics gun in garry's mod. I wonder if there's a whole universal 'visible physics object vs object origin' system in every source engine game, and how it all works
i doubt it. i'm pretty sure the entire reason why carts are made out of two different entities is to solve the issue of having an object that's tightly constrained to a complex path ( or at least, is _supposed_ to be before unintended speeds cause it to calculate a path that passes nodes before it even reaches them ) yet is still supposed to perform standard physics calculations so that players and other objects interact with it intuitively. thus, you have the "soul" which acts as a waypoint that moves just through direct position manipulation and the model which is a full-on physics object that tries its hardest to keep up with the waypoint using actual physics forces
granted, the same principles can easily apply to the physics gun, since it constantly pulls a physics objects towards a moving non-physical position, effectively giving whatever object you're currently holding a "soul." hell, it even happens with hl2's gravity gun and "press use to grab objects" mechanics in the right circumstances, though the limited control and the fact that they have failsafes where they drop the object makes it so that you don't see it _remotely_ as often as with the physics gun
Payload OP please nerf
*"The soul is always a few steps away, patiently waiting for them to be united"*
Still a better love story than _Twilight_ xD
"it pops a sick fucking wheelie" was such an amazing line
Scout: *doesn’t push cart*
Cart: “Fine. I’ll do it myself.”
I love these payload carts videos, so funny to see them fly.
omg shounic said the f word
Shounic needs to be canceled this instant
omg i cant believe it shounic tf2 would never say the stinky word 😭😭😭
"speed limit 15"
Cart: Haha, no.
2:30 and 3:36
The soul has exploded, leaving the kart's physical body with no soul to inhabit it. The body reaches a state of total limpness, a state of eternal sleep per se, waiting patiently for a vacant soul to inhabit its peaceful body.
Alternative title: Watching the payload cart break the space time continuum.
3:47
"It pops a sick fuckin wheelie"
- Baller shounic 2020
Hearing the phrase "pops a sick fucking wheelie" from you is a thing I never knew I needed in my life.
There is a specific case where the soul of the cart caps final, but doesn't end the game until the physical form enters the hole. You can theoretically sticky detonate between the physical cart form and the hole that it is supposed to enter through the tight window time when the glass doors of that hole opens and the cart is about to enter a state where it can be pushed and blasted around.
The cart being me every morning, I just want my body to stay at home while my spirit travels the day
The way you talk about the “soul” and “physical half” of the cart makes this video sound like the audio logs of a mad scientist conducting cruel experiments to try to discover the secret to immortality
the cart shaking violently is so funny and idk why
These videos are the most entertaining form of code review I've ever witnessed.
3:46 your monotone voice overs and amazing timing are fucking perfect, I love this channel 😂
"sick fuckin wheelie" said by the AntVenom voice equivalent for TF2 brings the exact amount of emotion that Fred saying fuck does
I never thought I'd be emotionally invested in the going-ons of a cart and its soul trying to compromise and achieve victory.
The comedic timing on that "sick fucking wheelie" clip was perfect.
Since we're back on the cart topic, can you show what happened with the old mann mettle update's famous glitch of capping the last point by throwing a weapon in the hole that the cart will explode at using the ability to pick up weapons off the ground that the update introduced. What happens to the soul then (well, did since that's been patched)?
Oh my god, I had forgotten about that. So many games it happened! What a bug that was.
So I went and looked into some old Badwater and Goldrush files from the old TF2 SDK, and found at least part of the reason for the bug. In the last point's bomb pit, there is an invisible trigger that detects when the cart falls in, which explodes the bomb pit and does some other stuff. The trigger is meant to link to a filter which tells the trigger to ignore certain objects (in this case, ignore anything that's not the bomb cart). However, on these maps, this trigger referenced a filter that didn't exist, and thus any physics object that fell into the trigger zone could activate it. This was likely undiscovered for a long time, since these maps have doors over their pits which block objects from falling in until the cart reaches it. It only really became an issue when a physics object capable of falling through the doors was introduced in the form of Gun Mettle's newly-introduced dropped weapons.
Why dropped weapons were capable of falling through the bomb pit doors in the first place is another mystery entirely.
@@DaSpudLord you're a great man thank you
I think he made a video about it
@@harkovdent5707 you presence is not needed
I love that in these videos he refers to the different parts as ‘body’ and ‘soul’, implying that the payload cart is a living being due to the soul and not just an inanimate object
sipping a hot cup of black coffee and watching an extremely chill presentation on what happens when the payload goes insane
"It Pops A Sick Fucking Wheelie"
🤣
hearing shounic saying "sick fucking wheely" is a new experience.
I have NEVER heard you curse before so "sick fuckin wheelie" killed me
shounic:if you get out of the way
engineer:dies in agony
It sounds kind of poetic, when you talk about the two carts
for some reason "it pops a sick fucking wheelie" really got me
great. now for another tf2 testing thing
how many airblasts does it take to stop the train on Mossrock?
/s
hm... maybe 32 Bot ? I don't think the train is affected by airblast but ok
@@John-ek4xc
1. you missed the joke
2. Mossrock is an attack defend map
3. On the last point, there is a train.
4. i was doing a play on the "stop the train in GTA" trend
5. you missed the joke
u are a green charizard
@@cfdeers Oh , sorry man. Haven't play TF2 for a while. And i write the wrong word ( maybe because i was wacthing a video about a payload :V)
@@John-ek4xc there's the motherfucking "s''
It's goddamn satire
I will never get over how despite his calm tone, he occasionally drops fbombs.
I like the idea of the tracktrain entity being the "soul" of the cart
hello Whomoblile
Dead pan "it pops a sick fuckin wheelie" was too funny
Random Person: "How many videos about the payload cart do you have?"
shounic: (Arrives on a violently shaking payload cart) "Yes"
1:04 *cart vibrates away*
Scout: "Oh no no the cart!"
Shounic saying "Sick fucking wheelie " in their average tone is really funny to me
"Sick fuckin' wheelie"
- Baller Shounic 2020
0:27
*gets fucking bodyslammed into a wall by the cart*
yEaH yEaH yEaH!!!
The amount of What The Fuck and Why in TF2 is astonishing
1:02
Sign: Speed Limit 15
Cart: Brrrrrrrrrrrrrrrrrrrrrrrrr
I never believed my programming teacher when he said that users are evil and will try to put in the weirdest inputs to make your code break, then I found this guy.
“Speed 15 mph” best sign placement I’ve never noticed on this map
The payload spazzing like that triggers a fear response for some reason.
When you gotta get the pizza from the restaurant, but you're 5 mins away and with no car
Clearly what is being demonstrated here is the source engine’s representation of breaking the speed of light. See, the payload becomes pure energy and goes directly towards its objective.
How is this guy so increadebly underrated
“Back when this channel is about rock climbing”
I really like how you refer to it as a soul
the cart seems like so much of a character after all these videos
I like how the carts soul slowly rotates and then disappears into the point
I like how the cart has a soul
pushing carts through the void, sounds good.
Engineer: *GOTTA MOVE THAT GEAR UP*
glad scout enjoyed being rammed by the cart
"Pops a SICK FUCKING WHEELIE" - skater shounic
1:04
Scout: *OH NO NO THE CART!*
Sped up payload cart is the most cursed fuckin thing I have ever witnessed with my two eyeballs
"You get stuck, cause you can't move"
*Ah, yes, the floor is made out of floor.*
When life is hard, the payload cart going into the 5th dimension is always funny
i'm fairly certain demoman sticky bombs can mess with the cart
Gotta admit that was a sick fucking wheelie
There is something about a jiggling cart that makes me smile
Looks like merasmus has been messing with the cart xD
1:11 i just noticed "speed limit: 15" well, it doesnt say 15 of what so i guess were good
i swear this has actually been happening to me in the Halloween maps
Imagine going so fast into a wall that your very soul abandons you and does the job for you
2:24 it vanishes just like anything does in a black hole
Every scout within a 10 km radius when you stop pushing the cart cuz it went into a wall and it has started floating out of your reach "WHAT THE HELL WHO STOPPED PUSHING THE CART?!?!?!?!"
that wheelie is pretty fucking sick
"the angle that you push the cart from matters"
*starts screaming*
nepeta spotted
Oddly enough i remember the payload freaking the heck out and others saw it
1:31 Ah, so it's the range of the cart's stando?
insane shounic video
1:15
Sign: "Speed limit 15"
Cart: "This sign can't stop me because I can't read"
Was from a video about Wardens and soul connections. Now we see payloads have feelings too.
That cart is trying to do a speedrun, but unfortunately fails.
I hope you never run out of relevant Gaben voice clips
Its always a treat when shounic says fuck
The cart is actually also affected by sv_gravity, you just have to reload the map after changing it (this affects ragdolls too). Once the map is reloaded, you can change sv_gravity back to default but the cart and ragdolls still use the changed value. It makes it impossible for the cart to go up slopes if gravity is high enough, and impossible to go down if gravity is negative enough. Haven't tried combining it with increased cart speed though, maybe something interesting happens.
wait what the fuck? were you also the person who originally asked this? someone asked me about this in the past, so i actually checked it out while i was looking into things for this video and thought it didn't work... holy shit i guess this is all i'm doing next week lmao twitter.com/shounic_/status/1323106009347428352?s=20
tyvm for letting me know, btw :)
@@shounic No I don't think I asked this before, I discovered this a while ago when me and a friend were fooling around. We knew that it affected ragdolls and were messing with that but discovered by accident that it affected the cart when we noticed we couldn't cap the first point.
Shounic still playing Kind Words.
Doing god's work, man. Keep it up.
3:47 that really is a sick fucking wheelie
1:10 that cart is definitely not going over 15mph