Control point doors

Kronack

L2: Junior Member
Oct 26, 2009
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I have the 5 point control point scheme in my map working, but how do I make it so certain doors won't open unless they control a certain point? Can't seem to find a guide for this
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
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trigger_capture_area > OnCapTeam# (1 = red, 2 = blu) > trigger_multiple for the door > Disable or Enable

Unless you meant only the owning team can open them, then you would make a filter_activator_tfteam and set the Associated Control Point, then set the door's trigger to use that filter.
 
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Kronack

L2: Junior Member
Oct 26, 2009
74
4
So using the filter activator tfteam, I can apply it to a func_door for blu that I only want accessible when the center point is controlled by blu,

Still bad at entities :)
 
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A Boojum Snark

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Nov 2, 2007
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Yes, use a filter set to the blu team (you can use the same filter used for your spawn doors, I assume you have one) on the trigger_multiple for the door, then use the first example I gave to enable/disable the trigger entirely. Then only blu can open it when they own the point, and when red owns it nobody can open the door.
 

Kronack

L2: Junior Member
Oct 26, 2009
74
4
One last thing, I'm assuming "OnBreakTeam" means when they lose the point?
Also those doors I use that on should be locked from map start?

EDIT: AAARGH can't seem to get this to work

EDIT again, HOOORAH, figured it out. Thanks again :)
 
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A Boojum Snark

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Nov 2, 2007
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The Break output refers to when the capture is interrupted by a defending stepping on the point. There is no output for losing the point, you just have to use "other team took it".
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
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I still haven't figured out what you could use the "onBreakTeam" output for aside from some possible environmental widgets that wouldn't impact gameplay.
I suspect that it's there just so that the engine can hook into it to display the "blocked capture" message.