Enabling new spawnpoints to work WITH old ones upon point cap?

LukeZaz

L1: Registered
Apr 11, 2013
3
0
I'm working on a map for a gameplay idea I had and I was wondering how I'd go about adding new spawnpoints to be enabled when a team captures a point so that players can spawn both there AND at their original spawnpoints. I've tried making the cap spawns disabled by default and enabling once the point is capped but when testing it seems I never end up spawning there.
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
because (I think) the way Source works is that it looks for the first spawnpoint you placed first. One way to solve your predicament is to delete all the spawn points and put the forwards spawn points before the normal spawn point.

However, you probably don't want to do this, because then it's confusing to players: "Why did I spawn at the main spawn when we already captured this area?" It will split up the fighting force and can cause stalemates, where nobody wins.

My suggestion: instead of allowing people to spawn at both, chose only one spawn point for them to spawn at, it will make everyone's experience better.
 

LukeZaz

L1: Registered
Apr 11, 2013
3
0
I tried what you said, but for some reason after changing the point to 'neutral' ownership for testing (it was formerly BLU as a temporary thing, it is planned to be neutral in the final result of the map) and now it is locked for BLU but not RED - I checked the setting of the team_control_point and trigger_capture_area but neither says the point should be locked.

The changes I'd made before this occured was that I'd recreated all BLU spawn points, putting the 'unlockable' ones first and the original ones second. I modified the 'unlockable' ones so that instead of having the trigger_capture_area disable and enable them as the point was capped I gave them an Associated Control point of the team_control_point that was supposed to unlock it.

Oh, and if it matters at all in the current version of the map Red Team starts with a point already-capped at its main base - BLU doesn't have a main base yet.

tl;dr BLU can't cap the point now.

Also, in relation to what you said about not doing what I had originally posted about - I planned on this being where capping points would be 'expanding base' and that each point capped gave new respawn areas w/ teleporters at the farther back ones, but after considering what you said I'm going to limit the possible respawns to the front-most spawns - this prevents spawncamping as well as keeping the team together a fair amount more.

tl;dr #2 I'm limiting the multiple spawnpoints to the frontmost ones.

Last thing to say in this post: Is there any way to do AND/OR logic easily?
 
Last edited:

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
Is there any way to do AND/OR logic easily?

haha I wish.

The closest you can get to OR gates is just having two outputs that go to the same input.

The closest you can get to AND logic is to use a math_counter, and whenever it gets an input, it will wait half a second (basically not 0.00) and reset to 0. If the value reaches the maxvalue within that half second (maxvalue being the number of inputs to the AND gate) then it fires.

If you ever figure out how to do NOT gates, then please share.

Remember that in Source, everything is in pusles, there's no real "timeline" of source logic, just boolean tables, really, not even karnough maps.


The changes I'd made before this occured was that I'd recreated all BLU spawn points, putting the 'unlockable' ones first and the original ones second. I modified the 'unlockable' ones so that instead of having the trigger_capture_area disable and enable them as the point was capped I gave them an Associated Control point of the team_control_point that was supposed to unlock it.

can you draw a map of the control points (nothing serious, just who owns the points at the beginning of the round, and how it's supposed to progress)? It would be beneficial to us if you do that because it sounds as if you're not doing a standard ad-cp or 5cp map.
 
Last edited:

LukeZaz

L1: Registered
Apr 11, 2013
3
0
Like I said, I was experimenting with a new gameplay idea - Possibly more of a gametype, but anyway - It basically would be a combination of Territorial Control & 5cp. Each team would start with one unlocked point, and then be able to capture additional 'side bases' and a middle base that each would provide bonuses to help them win. To win they've got to control every point the enemy has.

The current system of the CPs at the moment is RED starts with one and there is a neutral center one - BLU team has no points as their base is not made yet. The idea would be - in the final version - that any base could be captured at any time, however capturing side-ones first makes the final cap easier. If it helps, the team_master_control_point CPLayout is 'index0, index2' with Index 2 being the middle CP.

On a side note: what would a NOT gate even be on Source? 'if getting input x, disable y'?'
 
Last edited:

PoignardAzur

L2: Junior Member
Mar 21, 2013
92
9
haha I wish.

The closest you can get to OR gates is just having two outputs that go to the same input.

The closest you can get to AND logic is to use a math_counter, and whenever it gets an input, it will wait half a second (basically not 0.00) and reset to 0. If the value reaches the maxvalue within that half second (maxvalue being the number of inputs to the AND gate) then it fires.

If you ever figure out how to do NOT gates, then please share.
Gates are usually made by making a counter, adding one when an input is activated and removing one when this input is desactivated.
You output AND when the counter reaches the number of inputs, OR when it reaches 1 from 0, and NOT (or NOR) when it reaches 0.

At least, that's how PTI Portal logic gates are made. I guess it's the best way to McGiver it with Source.