28 Capture points.. how....

efciem

L69: Deviant Member
Mar 31, 2008
69
6
Hey all,

Just doing a small project more for my own learning and enjoyment while i pause on my big map project..

Keeping the details a secret for now.. but heres the deal..

I want to make 28 capture points, all of which start neutral and can be capped by either team at any time in no specific order..

and the round is won only when all capture points are controlled by the same team...

i know seems excessive and unlikely that a team could control all 28 with that many but trust me it wont.

;)

So thats my question, I'm not entirely sure how to setup even 1 control point , so perhapse someone knows a tutorial detailing it..

or could just reply or pm me with the rundown on entity setups to get me started ;)


Much love for anyone who takes the time to help me.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I couldnt find it but I'm certain I read it on one of the valve wiki pages when I started mapping for tf2
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
I would just use triggers, once all triggers have been 'capped' by one team, then that team wins. Don't need control points.

You couldn't show all 28 CP's on the HUD at the same time anyway, so you need a different way of telling players how many CP's they hold. There is a enitiy to show text on screen, just have that update with the number of CP's owned by each team.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
That would be a bit irrelavent if they didn't know what points to capture back wouldn't it? Because if that was the case, would either team win? Ever?
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
And to mention, game play would get a little boring. Too many cap points force people to go scout, spending their time running around a huge map, trying to cap points. I find more than five in one area of a map to be too much.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
And to mention, game play would get a little boring. Too many cap points force people to go scout, spending their time running around a huge map, trying to cap points. I find more than five in one area of a map to be too much.

its ok! hes a noob, he knows what hes doing!:laugh:

Disclaimer: not an attack
 

efciem

L69: Deviant Member
Mar 31, 2008
69
6
ohh i doubt anyone would guess what im trying to do with this map

Since HUD info on Cp's isnt relevant i'll just use triggers for each point instead..

The only thing I need to do is setup a trigger on each area that will a.) assign that trigger to either blue or red team, and switch the Prop models skin to the proper team's color skin..

and then once all the triggers are the same teams.. for it to put it down as a win..

hehe
dont worry bout how it effects gameplay as its not important with this unique map..

now to figure out how to setup the triggers!
 

efciem

L69: Deviant Member
Mar 31, 2008
69
6
Big thanks for the tips given in the Steam Chat today , specially Youme , you're always a big help!


I've sorted out triggers now to make the areas I needed..

They change to the appropriate teams color skin on the model at the control points as the player runs over them..

I also setup a math counter for the blue team, and a math counter for the red team, so each time a player takes a control point it adds a 1 to their teams counter, and if the point is neutral it adds a point, if its owned by the opposing team it subtracts one point from the enemy's counter..

So their counter's amount reflects the amount of capture points each team holds.

So if blue owned 22 of them, their counter says 22 , etc..

Once one of the teams math counter reaches 28 , that means that team owns all 28 and it sends an output to the Round_win entity.


very tricky at first, and not yet fully tested...

I have one Glitch with this rig though..

for each Capture point , there are 2 trigger multiples, one with a blue team filter, one with a red team filter.

If a Blue Player touches their teams trigger on a capture point , the base of the point turns blue... if the player leaves the trigger area and comes back overtop of it again...

The trigger actives again, and Adds another point to the blue's Counter..

I only want this to happen if a Red player has activated their red trigger on that cp in between ...

If its already blue I want it to be ignored..

-------------

Is there a way I can have the blue's trigger Activate once , then have the activation of the Red's trigger , send an output to the blue's trigger to Reset / re-enable???


pullin my hair out atm
 

Brandished

L5: Dapper Member
Jan 19, 2008
234
311
Is there a way I can have the blue's trigger Activate once , then have the activation of the Red's trigger , send an output to the blue's trigger to Reset / re-enable???

pullin my hair out atm

Hmm, I did something similar to this when I was trying to make a proof of concept Canalzone (TFC) style map using the Territory Control flag game-type. It mostly worked, short of a working sound/scoring system and an odd flag radar bug.

The key is having your red and blue triggers enable and disable each other and using the somewhat complex "AddOutput" target input setting. I'm a bit too tired to explain the fine details right now, but I've uploaded the vmf file here if you want to take a look at it. There's a good post here as well that explains the "AddOutput" entity setup.