Control Point On Moving Platform

triplejx3

L1: Registered
Sep 11, 2010
9
0
My KOTH map needs some stuff working out that i have no idea how to go about doing.

What i want to happen is when the control point is captured it rises up on a platform which is on a telescopic piston up to a higher level. then when its captured by the other team it lowers back down to the lower level. Very similar to the signs in PL_Badwater.

Any help or instructions or links to how to get this done would be helpful
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
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Sounds kinda unbalanced from a gameplay perspective.

To get your cap moving with the platform, make a func_door, func_tracktrain, or func_movelinear brush entity in the shape of the platform you want, then parent your cap base, cap hologram, and capture trigger to the platform. To make the whole thing move, have the CP send an output to the platform, either OnCap => open or Oncap => SetForward/backwardSpeed, I don't remember exactly what outputs need to be sent.
 

triplejx3

L1: Registered
Sep 11, 2010
9
0
Sounds kinda unbalanced from a gameplay perspective.

To get your cap moving with the platform, make a func_door, func_tracktrain, or func_movelinear brush entity in the shape of the platform you want, then parent your cap base, cap hologram, and capture trigger to the platform. To make the whole thing move, have the CP send an output to the platform, either OnCap => open or Oncap => SetForward/backwardSpeed, I don't remember exactly what outputs need to be sent.

That Kinda Worked but it only rises up if the red team caps it first, if blue caps it it stays still. im still fiddling with the settings to see what happens i think i may have got it figured out. If not Ill keep asking for help... thanks for that!
 

Swordz

L5: Dapper Member
Jun 27, 2009
224
37
That Kinda Worked but it only rises up if the red team caps it first, if blue caps it it stays still. im still fiddling with the settings to see what happens i think i may have got it figured out. If not Ill keep asking for help... thanks for that!

Do what you did twice, one for OncapTeam1 and OncapTeam2

It should work.
 

triplejx3

L1: Registered
Sep 11, 2010
9
0
Do what you did twice, one for OncapTeam1 and OncapTeam2

It should work.

I already did that and it didnt do exactly what i wanted, according to hammer Team1 is Red team

I mean i get the desired effect... but i want whoever caps the point first to make it rise up... i dont want the blue to have to wait for the red team to cap for the point to go up.

Just so im clear. When blue caps the point first. The cap does not rise.
But when red caps first. It does rise.
Its like red control the up motion and blu control the down motion
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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Unless this is an A/D map, I don't recommend doing that, for balance purposes.

OnCapTeam1 => platformfunc_door => open
OnCapTeam2 => platformfunc_door => close
 

triplejx3

L1: Registered
Sep 11, 2010
9
0
Unless this is an A/D map, I don't recommend doing that, for balance purposes.

OnCapTeam1 => platformfunc_door => open
OnCapTeam2 => platformfunc_door => close

Sorry you dont seem to be getting the idea of this. I dont want just the red to make the point rise i want whichever team caps it first to make it rise and then when its capped again by the other team (whichever one that may be) it goes back down its not an A/D type KOTH map.

Its not team specific, i want the rising of the point to be determined by whichever team capped it first and at the moment thats not happening.
 

matou

L2: Junior Member
Oct 25, 2008
86
20
Seems very difficult or probably impossible unless you do some work with turning off and on timers I had a pattern but as i typed the first bit of this i forgot how i thought it could work


If i think of it again i'll reply once more. But it has something to do with onEndCap you turn off a timer and enable another one both timers control either Open or Close
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
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You could use a math_counter to receive points when the point is capped; if the number is odd, the platform func_door would open, and if it was even, it'd close. Play around with some ents, I can't tell you off the top of my head how exactly you'd go about setting this up.
 

zero_rogue

L1: Registered
Sep 15, 2009
38
36
I'm pretty sure you can do an alternate system with relays, Have 2 relays one for going up one for going down. disable the going down one at start. Then have a output on both that enables the other then disables itself(Add a .1 delay on self disable, idk if it would fire first or not). Finally have it set when the point is capped to fire both relays.

I would suggest naming both something similar to each other like "Piston_relay_up" and "Piston_relay_Down"

Finally add whatever you want to alternate, in this case the piston going up and down.
That way you can just fire "Piston_relay_*" and both would get fired.

As for the piston I would suggest using a Track train that has 2 path track's at each level. I've worked with vertical doors before and know that they can stick on players sometimes. Just flag "Is unblockable by player" and if anything goes wrong the player should slide through it rather than block the movement.
 

triplejx3

L1: Registered
Sep 11, 2010
9
0
Ok while looking up the meaning of the OnBreakCap output in my cap trigger area i stumbled upon the output OnEndCap which told me

* OnEndCap

Sent when either team captures.

This is the exact capture Output needed for what i need to do, an output that wasnt team specific. thanks for everyones advice and stuff.