Enabling capture points after map start

Egan

aa
Feb 14, 2010
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I have my map as a 3 stage map, it auto-selects a random stage, and will stick to that stage until the map change. I have this working. But, the KOTF game-mode (like the one on Aurora) doesn't work when I enable the entities when the stage is selected.

The strange thing is that the first kotf stage works, and when the other stages are selected they do not. If you want the vmf I can pm you it, I just don't want to post it here.

I also tried using templates to hold the capture points for each individual stage, and just force spawn them from a relay entity after the stage is picked, that didn't help make the caps work either.

So my question is: Is there any specific reason why capture points don't work if I only enable them after the game has started?



Any help is appreciated. I'm kindof in a rush to get this done before school starts here. :(

-Egan
 
Apr 13, 2009
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If it's a multistage map, why are you trying to diable control points in the first place ? The basic feature of team fortress rounds is that youcan select which control points are enabled for each round.

Also you can't enable, disable or change ownership of control points during pre/post round (waiting for players, setup, humiliation, the annoying phase where you can't move for 5 seconds after reset).
 

Egan

aa
Feb 14, 2010
1,375
1,721
Ok, so I got the random stages working, and that's all good. But when a stage is finished, I want it to stay on that stage and replay it over and over until map change.

If I disable the other rounds at all after the first stage is picked, that doesn't matter it goes to the others anyway. If I disable or kill the other round entities then the game crashes on round end. I can use an Output command, but what would I do to the round entities?

What can I do to get past that and have just one stage?
 
Last edited:

Egan

aa
Feb 14, 2010
1,375
1,721
For what purpose? :confused:

I was going to make it like a lottery when you'd grab a stage. But after fiddling with it for a while, I gave up on that cause it kept crashing my game. :x

But it's now setup so it plays one stage, and then when the stage is picked it sets the other 2 rounds to lower priorities but still at the same number. So it picks a random stage of the 2 remaining, and then the action puts all of the priorities the same. So after the 2nd round, any stage can be selected.