Control Point model

T

The Asylum

So it's like this:

I need the names of the models of the control point holograms- the neutral hologram, the red hologram, and the blu hologram. I've looked all over the model browser, but can only find the neutral point hologram. They've gotta be somewhere in there, right?
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
The other holograms are skins.

I don't know how to use them, as I don't edit KoTH/CP/Arena logic much, but each team's hologram is just a skin of the neutral one.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
They have different shapes, don't they? If they do, they probably have different models
 

sooshey

:3c
aa
Jan 7, 2015
514
410
If you're looking to use them in your map and you don't want them to change, just make them a real capture point owned by the team you want, and make no capture area trigger.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
If you're looking to use them in your map and you don't want them to change, just make them a real capture point owned by the team you want, and make no capture area trigger.
Won't it be shown on HUD?
 
T

The Asylum

If you're looking to use them in your map and you don't want them to change, just make them a real capture point owned by the team you want, and make no capture area trigger.
TF2 can only have 8 max control points, and I'm doing something extremely unconventional. Something that, using real control points, would take about 12.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Just to clarify, the model uses bodygroups to change the shape based on who owns it.
So how does one get all 3 versions (neutral, red, blu) to work in SFM? All I can find is the neutral one and there's no conceivable way to get them to change.
 
T

The Asylum

Just to clarify, the model uses bodygroups to change the shape based on who owns it.
That's the ticket. 1 turns it neutral, 2 turns it red, 3 turns it blu, and 0 turns it invisible.

Thanks :3
 
Jul 26, 2015
694
819
Wasn't the limit of 8 control points recently disproved in a discussion on this site recently?

I tested it personally and found that 7 points works fine while 9 points crashes the game. So that basically threw my April Fool's idea out the window.
 

Luigi1000

L2: Junior Member
Dec 12, 2015
65
14
Wasn't the limit of 8 control points recently disproved in a discussion on this site recently?
I actually found out the hard way and proved that any amount greater than 8 team_control_points in a map (even properly setup with right id's and settings) will indeed crash a map on tf2 trying to load both server and client side. Valve probably only defined 1 byte to address each of the CP's in a map and the highest count for cp's in a stock map is usually around 6.
 
Jul 26, 2015
694
819
Of course the wiki page still insists otherwise.
  • If you are creating a one-round system, then in your team_control_point_master entity, set the order of drawing the capture points in the Cap Layout field with the syntax "index1,index2 index3" where , is a line break and space is an in-line break between points. In this case, a pyramid would be displayed (gravelpit-style), with index1 on top and the other two on the bottom. You can also set whether a team can win by capturing all points or not using the Restrict Team from Winning field. Finally, you can set it to switch teams when a team wins by modifying the Switch teams on map win field. This is explained in-depth in the Creating a Linear Gameplay Map article.
Note.png
Unlimited control points can be used
. Index is the Index field of a control point.
 

henke37

aa
Sep 23, 2011
2,075
515
The limit of eight control points can't be changed with less than editing and recompiling the game c++ code. You can find why if you look in the source code for the game that they've published.