Multiple Cap KOTH

Yoda12999

L1: Registered
Oct 16, 2010
23
1
Right now I am trying to map out an idea that came to me out of no where. My idea is to have multiple cap points on a KOTH map but only one is the KOTH point that controls the timers. Two other cap points are supposed to control who can use one or both lifts that take the teams to the cap points. I have tried to get this working with doors instead of lifts as a proof of concept but as of now all of tue caps act as one. Is there any solution?
 

lana

Currently On: ?????
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Sep 28, 2009
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As long as the control points aren't starting the timer OnCapture, they shouldn't count toward the time.
 

Huckle

L3: Member
May 31, 2010
149
101
Are you sure you've used different indexes for all the capture points (0,1,2)? I'm not sure if it compiles with several points with the same index but it could be worth checking out.
 

Yoda12999

L1: Registered
Oct 16, 2010
23
1
Well i just found the error! Seems i forgot to change the cap point associated with each trigger! The only problem left now is that no matter what points are capped, the doors will not open! Maybe I am using the team filters wrong? How should I make it so I can switch what filters are used?
 
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Huckle

L3: Member
May 31, 2010
149
101
Well i just found the error! Seems i forgot to change the cap point associated with each trigger! The only problem left now is that no matter what points are capped, the doors will not open! Maybe I am using the team filters wrong? How should I make it so I can switch what filters are used?

Generally, I'd say it's easier to make two separate triggers for each door, using the two different team filters. Then you can just toggle the trigger on and off, I never really got filter switching to work.
 

Yoda12999

L1: Registered
Oct 16, 2010
23
1
Generally, I'd say it's easier to make two separate triggers for each door, using the two different team filters. Then you can just toggle the trigger on and off, I never really got filter switching to work.

I think that may be the only way! Oh I hate bulky ways... Thanks anyway!
 

Yoda12999

L1: Registered
Oct 16, 2010
23
1
I figured it out, and it works! You have to have a filter for each initially set to Any/neither or whatever you want to cap to start as. Then you have the cap to send an output every time it is capped by each team to SetTeam the filter (2 is RED, 3 is BLU). Lastly you need the trigger for the doors to each be connected to their respective filters and you have cap controlled doors! It is very streamlined and small, much better than the alternative.
 
Apr 13, 2009
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The problem you'll have is that when the timer runs out, you'll be in overtime until one team owns all 3 control points.
 

Huckle

L3: Member
May 31, 2010
149
101
It is very streamlined and small, much better than the alternative.

I generally find it easier to see the entity name of the door trigger I enable so I can be sure of the name rather than to send an input of 3 to a filter but I suppose it's a matter of style. I generally only use a filter for red and a filter for blue and that's it, I hate not being able to set it to "red" or "blue" directly.

It's good to know that it is possible to do with the use of filters though, just in case.
 

Yoda12999

L1: Registered
Oct 16, 2010
23
1
The problem you'll have is that when the timer runs out, you'll be in overtime until one team owns all 3 control points.

Sadly true... I tried rectifying this by setting a output when the koth cap is starting to be capped to make an output for each of the timers. Needless to say this did not work. Maybe I should make two timer entities myself and do away with the koth framework?
Edit: I got it working. I just forgot to add team_round_win entities, or whatever they are called. Once I did that I just had to have the KOTH cap point create outputs for the team timers that would make either team win when the timer runs out! No more prototyping, on to the mapping!
 
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