cap point decay speed

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
quite a few people have mentioned that you can do this so that the decay speed will not be related to the cap time, and i'd like to be able to do this on cp_gothic.

so i did a quick forum search and a google search, but no luck yet. so the question is:
how do you set the decay speed of a cp independently of the cap time?
 

tyler

aa
Sep 11, 2013
5,102
4,621
If there's no straightforward way to do it, I'd probably have two cap zones and a trigger_multiple. The moment someone touches the trigger_multiple, it enables capture1, which has a cap rate of 10. The moment all blu players leave, the trigger_multiple would disable capture1 and enable capture2, which has a cape rate of 5. These outputs would have to be OnStartTouchAll and filtered for blu, though.

That's the best way I could think to work it.
 

h3r1n6

L4: Comfortable Member
Sep 7, 2009
158
95
Decay rates

Decay rates are inversely proportional of the base capture time. This means that the shorter the base capture time is, the longer the decay rates are. During overtime the Control point times decay at an expedited rate.

From the tf2wiki.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
quite a few people have mentioned that you can do this so that the decay speed will not be related to the cap time

From the OP.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
I'm pretty sure you can't do this. I don't know who these "people" are you speak of, but in my years I've never come across any such method. Bringing it up gave me one idea to try (differing combinations of playerstocap and captime) but that didn't have any bearing on the decay rate.

Just for the heck of it I tried yyler's idea since I had Hammer open, but I as I expected it didn't do it either, and only resulted in the screwed up progress indication on the HUD that always occurs if you have multiple cap zones with differing rates (doesn't matter if they are enabled and/or in use).

If you really really want it, your best bet would be to email valve and ask for a decay rate multiplier key/input.
 

Wander

L3: Member
Sep 16, 2010
148
55
Just for the heck of it I tried yyler's idea since I had Hammer open, but I as I expected it didn't do it either, and only resulted in the screwed up progress indication on the HUD that always occurs if you have multiple cap zones with differing rates (doesn't matter if they are enabled and/or in use).

Would this also happen if, instead of disabling the cap zone, Killing it completely? And using templates to spawn new ones? (Id try it out, but have no source sdk where i am at the moment)