- Apr 19, 2009
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So a friend of a friend is making a custom game mode that is a twist on 5CP. However, it has some game breaking logic problems and I was wondering if you guys could help figure this out.
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wolfman101 said:So I am making a TF2 map with 5 CPs, but it is different than normal push maps in that there is a different scoring system. To get to the point, after a team scores there is a 'kick-off' that spots the other team mid point so after a score instead of: [B B 0 R R] it is: [B B B R R].
I do this by telling the cp_master to not let either team win rounds and then using a logic relay that inputs SetOwner 2 or 3 to every control point and a force respawn to reset the players and then sending an input to game_rules to change the scoreboard accordingly.
The cap points are represented properly in the HUD right now, but in the above case there is a problem in that Blu players will be able to cap points 2-4 even though they already own 2 and 3 on the HUD.
So I guess my question is how do I have a trigger change the ownership of a cap point without screwing up the control point master?
So, here is the reset relay for when red scores points. For example if red caps last then it gives red 7 points and triggers this logic relay. This looks good on the HUD, 3-4 will be locked blu, 2 will be blu, 1 will be red, and 0 will be locked red.
But, red will spawn like they own 2, blu will spawn like they don't own 2, and if blu players walk over caps 3 or 2 the game will act like they are capping it, including cap sounds, points, and triggering stuff that capping the point is supposed to trigger.
Oddly, the capture points will work perfectly fine for red team and the end caps always work fine as well.
I use TRIGGER for trigger brushes and use INVIS for cap areas. They can really be textured anything at all but there are only a few textures that render translucent in hammer.
If you switch the words 'red' and 'blu' in my example it still holds true.
And you can see the info-player-teamspawns in the screenshot. I am using the Associated CP value along with the Team value to control them like in a normal push map. There are no respawn rooms.
The screenshot is the entire map except for a cool in-map timer I made to represent a play clock.
I really can't explain wtf the game thinks is going on.
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