Hello... questions...

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
I haven't been working in hammer for a looong time... last thing I was working on was a map for portal over at thinkingwithportals.com

http://forums.thinkingwithportals.com/post972.html#972

anyways I was thinking of a TF2 map and am trying to test out my idea...

first it kept crashing when the game was starting, not loading, but after the waiting for players and all that... it didn't like me having the player starts sitting on the trigger brush that was the trigger_capture_area, once moved it works more... but now it crashes when I take the intelligence onto a capture point, of either side, as either side. if I take it to the blue base as red it crashes or if I take it to red base as red... compile checker thing shows no problems... all I have at this point is:

hollow cube, rock texture with skybox on the top inward face...
2 lights,
1 light_enviornment,
1 item_teamflag (neutral)
1 info_observer_point,
1 info_player_start (saw in another thread it might still need it for some reason ?
2 info_player_teamspawn (one for each team)
2 trigger_capture_area

now I don't think im a total newb when it comes to hammer even though ive never fully finished a map (lol) but am I missing some required entity or something to make the basic game work? once I try and cap the intel the game closes... anyways help would be much appreciated =D
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
omg I hate entities, I'm a 3dmodeller so the querks of game editors annoy me... I had changed those trigger_capture_area to func_capturezone a while back but I had a crash and it wasn't saved, just noticed it... anyways is there a concise list of the triggers for TF2 with descritions of what they can do? the valve wiki is nice but I have to search for them individually, then the description is often lacking...
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
Hello Artesia. I've play tested an alpha for Glass Prison in the past, it was rather fun puzzle.


I haven't released a map yet, either to answer your Neutral CTF question
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
=D im glad you liked it Mort...

I have another question now...

I have a functioning intelligence
I have a functioning CP

the capture point for the intelligence is sitting on the CP, defaulted to disabled
the CP has a trigger output to:
1- disable the capture point 0 delay
2- SetTeam for the capture point to the color that capped the point, .5 delay
3- enable the capture point 1 delay

it works great the first time, but when I switch teams, it caps the itelligence before the CP switches over...

ive tried different things... changing the onCap to OnOwnerchangetoteam#... pushing it through logic_relays... but still it lets the opposing team cap the intel when the CP doesn't belong to them... any suggestions?
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
I'm going for a combination of Domination and CTF where the capture point changes based on which CP nodes you have...

I just got it working by actually having 2 caputer points on the CP one for red, one for blue, and simply enabling disabling them simultaneously according to who captures the point, kind of messy having 2 entities doing this but I don't need any logic relays or anything...

anyone ever hear of this error... its bugging me in developer 2

*** ERROR: Bone access not allowed (entity 1:class C_TFPlayer)
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
That error is something valve did wrong, it's always there.

I'm not quite following what you were trying, since you only say capture point which could refer to three things (team_control_point, trigger_capture_area, func_capturezone).

If I understand you right, when a t_c_p is capped via a t_c_a you want to change who can cap the intel at a f_cz? If so, have you tried the OnCapTeamX output from the t_c_a and sending it to SetTeam on the f_cz?

Come join us at the group chat and find me if you need further help, it'll probably be faster and better than using the forum. ;)
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
alright I have to go to bed I have a full day of school tomorrow, but I thought I would see if anyone could answer any of these before I hit the sack...

1- in team_control_point there are options for HUD icon neutral, blue, red etc. but this input is not available to change via an output on another entity, I've tried keying it in manually but it doesn't work. is there anyway to change this based on a trigger event. Basically the point is never meant to be captured but I would like to change the icon...

2- when I load my map and capture a point or grab the intel the default warnings don't play...

3- I see the setting in trigger_capture_area for Time to cap (sec) but once again I don't see an option to change it via an output setting... is there a way to make it so the more points the team has the longer it takes to attain new points? I'd like a wide variety of times from 1 second for a teams first point to 2 minutes for their last, but they can take them in any order...

anyways, I won't be able to work till tomorrow night but would be thrilled if any of these are possible. Help is greatly appreciated! thx =D
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
Another question I have that will be coming up in the next few days.

If there are more than one respawn point for a team, when players die is there anyway to influence which spawn room they will appear in, I want to make them spawn at the closes point to where they died... is this possible?

awaiting any much appreciated advice/help.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
HUD icons:
Not possible, unless you just change the ownership icons and send capture input to the point. Whether or not that works depends on if ownership of that point will interfere with the rest of the gameplay.

Warning sounds:
I'm not real sure on this... you said you had the intel set to KotH? That may not have any warnings. The points is a bit more confusing, if you have the warn mode set to normal they should play.

Capture time:
I'm 99% sure you can't dynamically change the capture time, I've never attempted to before but I might have a couple things I can try...

Respawns:
There's no way to track a single person's location and send them to the nearest spawn. (You could do this in TFC... *grumblegrumbleatvalve*:thumbdown: )
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
hm... im at school right now so I can't try anything...

if I can't choose where they respawn would it be possible, and not be corny to have them spawn in one respawn room, and have 4 Engi teleporters (not player built, and with no cooldown to use them) to send players to small resupply cabins where I wanted to put the respawns? I haven't looked in the models but is there a engi teleporter model I can put there then just use a func_teleport or something?

I ask if it would be corny because I know many people (myself included) don't like the use of teleporters as a general rule... but the 'resupply' areas are far too widespread to link to one respawn room via hallways...

without using teleporters or controlling where they respawn, if a group of players die they will likely be split up which wouldn't be good for gameplay, it would be best if they are either kept together or given a choice of where to go...
 
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