max number of allowed control points?

LittleBrownDog

L1: Registered
Sep 20, 2009
12
0
I posted a couple of times before about my map not working, where everyone was spawning inside of one info_player_teamspawn. I finally figured out that something is going wrong with my team_control_point_master entity, since deleting it fixes all my problems (but renders the CPs useless, and we can't have that).

I'm building my map with six control points, and I'm wondering if that is what's causing the problem, since TF2 seems to have an issue with the point icons at the bottom of the screen not stacking properly. Does anyone know of a workaround for this or anything? I'd really rather not have to delete one of my control points, as it would ruin the layout of the map entirely. Thanks!
 

LittleBrownDog

L1: Registered
Sep 20, 2009
12
0
Okay, I finally figured out that deleting the team_control_point_round entity fixes everything, except now the points don't unlock the way they're supposed to. The first two points should unlock when the round starts, then the second two when the first two are capped, then the fifth unlocks when three and four are capped, then six when five is capped. (Sorry, I do realize that was a bit...wordy). Is there any way to make this happen without a team_control_point_round entity in the map?
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Im not quite sure if it works, but i think you can just set all your cps except 1 and 2 to start locked, and as 2 is capped, you fire the output:
OnFullyCapped | cp3 | Unlock (not sure if these are the exact outputs or if they even exist)
 

LittleBrownDog

L1: Registered
Sep 20, 2009
12
0
All right, it seems like I finally got this fixed, so I want to document it here in case anyone ever has this problem again.

What I did:
1) named the team_control_point_round entity
2) set the info_player_teamspawns to be associated with that round

I don't know why I had so much trouble with that for so long, but thank you to everyone who helped me out!