Working on map with 6 CP's and i needed some help

ghostboy1225

L1: Registered
Nov 19, 2014
21
5
SOLVED
i somehow messed up what @mocolini suggested rewroking it fixed it thanks to all who have helped here is the map finished





https://www.mediafire.com/folder/awaq1mld4oye8/5cp_domination_hybrid_gamemode


the old post

"i am working on map right now that will have six capture points 3 red and 3 blue and i want to make it so that they act like gravel pits points Capture the two prior points before capturing the last but for both teams

i have consulted this
https://developer.valvesoftware.com/wiki/TF2/Creating_a_Capture_Point

"
  • If you want to create multiple control points which can be captured in any order, Gravel Pit style, set the "RED/BLU Previous Control Point 1" value to the point you are currently modifying. For example, if you are modifying control_point_1, set "RED Previous Control Point 1" to control_point_1.
"
and i am confused as to how the prior control point logic works

forgive me as well i haven't used the TF2 maps site for posting and i am unfamiliar with the formatting

EDIT 1 to better clarify i want to have the map gamemode be like 5 cp with teams capturing the control points and defending them but i wish for the final capture point to act like gravel pits final either capture point 1 or 2 can be captured then the final one opens up"
 
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henke37

aa
Sep 23, 2011
2,075
515
The descriptions for the key values of the team_control_point entity class on the VDC seems fairly straightforward.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
and i am confused as to how the prior control point logic works

I myself had trouble back in my day when getting into the CP mode, but it was pretty easy to learn;

Let's suppose you have a point you want to be captured by a team so the 'final' one can be captured by that team. To do so, simply add that point's entity name (not the "print" one) in the "RED/BLUE Required Previous Point 1" fields. If the 'previous' point can be captured by both teams, you can use it in both fields if you want.
 

VEssex

L2: Junior Member
May 19, 2016
63
83
Essentially in this setup, I would imagine that a logic gate system would be essential. (https://developer.valvesoftware.com/wiki/Logic_gate)

Basically you would setup a logic_branch (https://developer.valvesoftware.com/wiki/Logic_branch) and logic_branch_listener (https://developer.valvesoftware.com/wiki/Logic_branch_listener) so to open the final point when both points owned by a team are true. To set this up, make two individual logic_branch entities. Each will accept input from each point on capture to be set to true like: OnCapTeamColor -> SetValue 1

Then you would set up a logic_branch_listener to listen for true input from both logic_branch entities to open up the last point.
 

ghostboy1225

L1: Registered
Nov 19, 2014
21
5
thanks for the help ill work on implementing both of those

when i implemented the required previous point i managed this
@MOCOLONI
iZTdIjl.jpg

ignore the fact that the CP is called index 0 i was using that to help me remember the CP order on the hud

edited the main post to make what i am trying to achieve more clear for future mappers
 
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ghostboy1225

L1: Registered
Nov 19, 2014
21
5
new question how do you prevent the game from auto locking/enabling points? i might be able to do that by messing with the index but then that would mess up the hud
 

Ewber Taxi

L1: Registered
Aug 1, 2017
30
8
thanks for the help ill work on implementing both of those

when i implemented the required previous point i managed this
@MOCOLONI
iZTdIjl.jpg

ignore the fact that the CP is called index 0 i was using that to help me remember the CP order on the hud

edited the main post to make what i am trying to achieve more clear for future mappers
What you should do on the hud is shift the control points down so it doesnt cover the screen.
 

ghostboy1225

L1: Registered
Nov 19, 2014
21
5
What you should do on the hud is shift the control points down so it doesnt cover the screen.
yeah the organization of CP on the hud is temporary im experimenting with what i like most so far

going to organize it like this i think now

-----RCP BCP
RF RCP BCP BF

f denotes final CP
 
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