Capture Point Revert Rate Too Slow

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Digaag Wa Riz

Hey, first post on the forum. But I'm sure if there was any problem I had when mapping for TF2 that I should have come here, and so I have. My problem has to do with the rate of revert on captures for one team. If you don't know what I mean, it's the little blip of red or blue when a team has begun capturing a point that slowly recedes if they stop capturing it. My map needs the reversion to happen instantaneously (or at least MUCH quicker) in order to work the way I want it. It's not really a TF2-style control point map, it's based off of "Search and Destroy" from the Call of Duty series. The blue team needs to bring their flag (bomb) to the control point in order to capture it, after which a timer (the bomb timer) begins to count down. My problem is that the timer will not trigger the blue team to win (and the ensuing bomb explosion will not happen either) if the red team is capturing (defusing) or had BEEN capturing (my main problem) by the time it is finished.

So, is there anyway to modify the capture reversion rate?
 
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Burnout6010

L5: Dapper Member
Oct 14, 2012
207
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I wouldn't try making a custom gamemode, usually it is tedious AS HELL (experience for dualmove lol) and ends up being a bit bugged here and there. I believe there is no way to do this unless you can do something with OnBreakCap (on the capture area)
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
You cannot change the rate of reverting in a capture point, it is hard wired into the game code. I wonder why no one has done an ent request yet to fix that.

Game mode sounds interesting though. Don't know if it would work on large scales, but it could work with teams of 6, maybe 8.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
There's probably some way to reset the capture point. Possibly by locking it then unlocking it, or disabling and re-enabling it. The trigger_capture_area has an "OnBreakCap" output you can use to do stuff to the team_control_point. Red team is team one.

It might be that there's an easier way. It sounds like you want the flag to capture the point for blue, and allow red to recapture it, yes? Leaving the point locked for red would be misleading, though. You could simply have the point start controlled by red?
 
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Digaag Wa Riz

Figured it out, I just make the control point neutral 0.1 seconds before the bomb explodes so the other team can't stall the bomb timer. I also made it unable to be captured at the same time so instead of the timer exceeding the limit, the RED team gets blown to bits. I have a new problem now (which will need another thread) having to do with my custom mission briefing not showing up and Pakrat refusing to be able to add the text file to the the bsp file.
 
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Digaag Wa Riz

Leaving the point locked for red would be misleading, though. You could simply have the point start controlled by red?

If I did that then RED would win since the team_control_point_master dictates that only BLU can not win by holding all the control points and there is only one. Fixed it anyway.

I also need a premium Steam account to have the right to set up an internet server to be able to play the map with other players anyway. Everything else is ready though.
 
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