Random Stages

xylophone

L1: Registered
Oct 16, 2015
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0
I want to create a 3 stage attack/defend map like Dustbowl, with an upward-ish art theme. The thing is, I would like to make it so that each stage is picked at random from 4 possible stages ( 64 possible layouts).
Would I be able to do that by setting all the team_control_point_round's priorities to the same number, or would that mess up other things?
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
you... may not want to pursue this... a lot of problems with this idea. The reason for this: AD and TC are back and forth kind of maps. when you add random elements like stage section; you will confuse the player, and cause a lot of compile issues
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
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\ and cause a lot of compile issues
This doesn't make sense.

Sure you could persue this idea, but keep in mind that randomness TF2 has a limit of 8 control points in a map. However it should be possible, with some sort of use of logic_random or something.
 

SC PL

local shitposter
aa
Jun 25, 2015
378
407
Well, if you click "Open" it will shows some maps. Click "ABS_GametypeLibrary_14-08-11". Here you got all TF2 gametypes.

Alternatively, here you have where it's located

C:>Program FIles>Steam>SteamApps>common>sourcesdk_content>tf>mapsrc

If there's no map like you found, I'll say it, how to do it
 

xylophone

L1: Registered
Oct 16, 2015
12
0
This doesn't make sense.

Sure you could persue this idea, but keep in mind that randomness TF2 has a limit of 8 control points in a map. However it should be possible, with some sort of use of logic_random or something.
It would be 8 control points. BTW, tc_hydro has 10 control points.
Well, if you click "Open" it will shows some maps. Click "ABS_GametypeLibrary_14-08-11". Here you got all TF2 gametypes.

Alternatively, here you have where it's located

C:>Program FIles>Steam>SteamApps>common>sourcesdk_content>tf>mapsrc

If there's no map like you found, I'll say it, how to do it
The problem with ABS_GametypeLibrary_14-08-11 is that is a linear system. I'm just wondering whether changing the priorities on the team_control_point_round entities would keep the map at 3 stages, while picking the actual stages at random. Basically, if I set the priorities all to 0, would it keep going until all rounds are played, or would it just pick a random stage each time?
:entitytool:
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
Hydro doesn't have all the control points active at the same time.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
I don't think you're gonna get an answer, xylo. You should create a test map and find out for yourself.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Actually that should not be too hard. Hydro (tc) already has gamelogic for selecting one random combination from 4 points. Just remove finals and that's it
 

tyler

aa
Sep 11, 2013
5,102
4,621
Hyperion's right. That was my first map idea, way back in 2007, actually. I'm still thinking about doing it for a certain... project.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
I want to make clear quickly. I said the thing about the compile issues prior to actually researching it; yes you can set disabled points and logic_random. But without that; your going to gather a lot of bugs
 

xylophone

L1: Registered
Oct 16, 2015
12
0
If I used a logic_random, would I still need to set the priority on the team_control_point_round's to the same #?
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
*shrug*
how is the map coming?
 

YM

LVL100 YM
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Dec 5, 2007
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It would be 8 control points. BTW, tc_hydro has 10 control points.
Who taught you to count? Hydro has 6. There are four centre arenas, each with a control point, then two bases for a total of 6 control points. The hard limit of the engine is 8.

@coltnweston If you don't know what you're saying, it's best not to say it because you're not helping anyone, in fact you're making people's lives harder by feeding them wrong information.

---

I always felt like the stages in TC were picked at random, but using some seed that doesn't change. So same round is always played first. This is just my feeling though and not a fact I can back up.

You have two avenues open to you:
  • Use the round priority in t_c_p_r
  • Use logic_case with pickrandom to enable/disable elements in each stage.
The advantage using t_c_p_r to do it is that it'll hide the inactive cps from the HUD, which wouldn't be possible with the logic_case method.

If you're new to this though I'd recommend starting simple and building up to a mammoth project like this. This is a project on scale with hydro, the largest and most complex of TF2's maps.
Since each stage is independent you could always start with just one stage (like gorge) and then build a second, and then a third, finally a fourth and then add them all into the same bsp
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
I know its an excuse... but avatar is exactly what I know... but the thing I do know is roughly built to my few non-consecutive years of map editing in different engines. And for what it is, I work hard at what I do, but I also have other commitments that drain creativity and time... specifically the military.
 

xylophone

L1: Registered
Oct 16, 2015
12
0
logic_random does not exist.
https://developer.valvesoftware.com/wiki/Logic_random_outputs
Who taught you to count? Hydro has 6. There are four centre arenas, each with a control point, then two bases for a total of 6 control points. The hard limit of the engine is 8.

@coltnweston If you don't know what you're saying, it's best not to say it because you're not helping anyone, in fact you're making people's lives harder by feeding them wrong information.

---

I always felt like the stages in TC were picked at random, but using some seed that doesn't change. So same round is always played first. This is just my feeling though and not a fact I can back up.

You have two avenues open to you:
  • Use the round priority in t_c_p_r
  • Use logic_case with pickrandom to enable/disable elements in each stage.
The advantage using t_c_p_r to do it is that it'll hide the inactive cps from the HUD, which wouldn't be possible with the logic_case method.
If you're new to this though I'd recommend starting simple and building up to a mammoth project like this. This is a project on scale with hydro, the largest and most complex of TF2's maps.
Since each stage is independent you could always start with just one stage (like gorge) and then build a second, and then a third, finally a fourth and then add them all into the same bsp
Hydro has 5 possible control point layouts, where BLU or RED team owns 1, 2, 3, 4, or 5 territories. Hydro isn't random, as far as I know. BLU or RED's control points change locations based on which control points are captured. Look in ABS gametype library.The tc prefab has 10 points. They aren't active at the same time, though.
Also, this project is similar to a normal attack/defend map, just it has 4 stages and they are picked at random.
*shrug*
how is the map coming?
slowly