CP set up idea.

  • If you're asking a question make sure to set the thread type to be a question!

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
i was thinking of an alternative cp set up design and was wondering if this was possible, along with people's opinions of course. I'm not too familiar with the TF2 system yet, i just want to know if there is a way to control team spawn rates. I see there is a "reduce" spawn time on capturing a cp option, and it looks like it does the opposite to the opposing team, ie increase it. If that works how it sounds then this should be ok, if there is an alternative entity that can control spawn times then excellent.

My idea atleast was, there are 4 cp's. A single cp will cap the map, a main cp that will take quite some time to capture. there are 3 others (or how ever many desired) that are optional to cap, that will allow the main cp to be caped more easily. For instance, capping a secondary cp will increase the spawn wait time of the defenders, meaning that they cannot assault the main cp in an attempt to defend it as frequantly. Or another cp that restricts resupply for the defenders by locking doors or blockading an area, perhaps by having captured some power transformers to disable doors.

If i can do this then i will be well excited for my next project.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Nice, it looks unfinished though? Or atleast the article seems to end abruptly. It would be nice if it explained whats actually happening with all those settings but i guess the end result is what i'm looking for.

Thanks for the link!
 

Demitri Omni

L2: Junior Member
Apr 18, 2008
53
3
Nice, it looks unfinished though? Or atleast the article seems to end abruptly. It would be nice if it explained whats actually happening with all those settings but i guess the end result is what i'm looking for.

Thanks for the link!

Generally all you have to do is set the "master" control point to score the win for the attacking team when captured.

The 'optional' control points simply get 'oncap' outputs that activate the positive effects (spawn times, bridges, whatever) once captured.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Generally all you have to do is set the "master" control point to score the win for the attacking team when captured.

The 'optional' control points simply get 'oncap' outputs that activate the positive effects (spawn times, bridges, whatever) once captured.

Yea, I have this figured out fine :thumbup1: I just wanted to know whether it was possible to control spawn rates in this way. There appeared to be a number of ways i could have gone about it, but it would be nice to know which was most efficient, and also whether certain methods wouldn't work before i went and tried implementing them via trial and era. Seems a bit fidly but the results should be fun to play with so it should be worth a shot!
 

JTG

L2: Junior Member
Nov 19, 2007
61
1
You should be able to

I believe under a trigger_capture area's specifics is a spot for red and blue spawn time modifiers. You should be able to just plug in a number (positive or negative) that will adjust the default respawn time depending on who owns the point.