5CP Logic Questions

a_sock

L1: Registered
Apr 12, 2018
23
5
Hey,
I am new here and working on a project involving 5CP logic adjustments. After some testing using the ABS Resource Pack, I decided to build everything from scratch and ran into some issues.

After setting up the control point entities as well as team_control_point_master, loading up the map presents me with all 5 control points locked. The point entities are all set as unlocked and enabled and as far as I understand, it must be t_c_p_master that is overwriting their states.

At round start:
https://imgur.com/e4lv4CB

Here's what my team_control_point entities are set up like:
https://imgur.com/sHx73VO

  • Is there something crucial that I haven't mentioned that may cause all points including Mid to be locked on round start?
    • Is there any documentation on how exactly t_c_p_master works? How does it recognize which point to unlock at the start (in 5CP), is it through the cp-entities indexes or does it just unlock the only unowned point?
  • Is there a way to draw the statuses of 5 control points on the HUD that doesn't require t_c_p_master?


Thank you in advance for your replies, I apologise if I missed anything obvious.




 

Thewtus

L1: Registered
Jul 22, 2016
31
14
Do you have the tf_gamerules, team_roundtimer, and a logic_auto that sets the team's roles in the map?

"Is there any documentation on how exactly t_c_p_master works?"

Here's a link to the valve dev wiki page about tcp master: https://developer.valvesoftware.com/wiki/Team_control_point_master

"Is there a way to draw the statuses of the 5 control points on the HUD that doesn't require t_c_p_master?"

Half yes, adjusting the index numbers in the tcp master can change it: https://developer.valvesoftware.com/wiki/TF2/Setting_the_cap_point_layout
 
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a_sock

L1: Registered
Apr 12, 2018
23
5
Thanks for your reply. I do have tf_gamerules, team_roundtimer and logic_auto set up, referencing my setup with the prefab in the ABS resource pack, no clear functional differences stand out to me.

I have been reading the valve developer wiki extensively, but thank you for pointing me to it anyways, it's unfortunate to hear there isn't a way to draw CP statuses on the hud without using tcp master.

New Questions:
  • I want to make teams earn score by capturing control points, the setting "add team score for each captured point" does almost what I want, except I want to make different points add more score when captured. How could I do that?
  • I would like to know what exactly controls the color of the round timer background (https://imgur.com/gaCRuT5), as I need to find a way to manipulate it. As I understand it, it just has your own team color, but I would like to know if there's a way to change that.
Thank you for your replies.


EDIT: I believe I have found a way to add teams score manually, by outputting AddXTeamScore to the gamerules entity, need to still test if that works as intended first though.
 
Last edited:

a_sock

L1: Registered
Apr 12, 2018
23
5
SOLVED

The issue turned out to lie in the trigger_capture_area entities. The associated control point field was pointing to the cap_point_base prop instead of the team_control_point entity.

Thread can be closed/Title can be modified to include "[SOLVED]"