TC team_control_point_round issues

geegor102

L3: Member
Dec 27, 2017
101
13
Hello! Im back at it again with the TC issues.
This time its with the team_control_point_round, it seems when I play with bots or other people the wrong spawns and outputs are being sent.
I have read up on this section of the VDC(https://developer.valvesoftware.com/wiki/TF2/Territorial_Control#Round_controls) and I still cannot find the difference between mine and theirs.
Use caution if you download the .bsp as there are invisible walls you will need to noclip through.
in the .vmf the team_control_point_round entities are in the center
 

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Heili

L3: Member
Jul 21, 2016
114
59
Opened your VMF, looked around a little, and assumed the map's a traditional Hydro objective map minus the 2 bases.

Your TCPs have no I/O logic, meaning it pairs two opposing points and nothing else.
As your comment box says, you use OnStart/OnEnd outputs to control dynamic pathways.
Sounds complicated but like I told you last time, just do two territories at first to confirm they work.

It's obvious you just copy pasted the ABS TC prefab, which is dead-dry minimum for TC to function.
It doesn't have arrows, no team signs, no respawn filter doors, and so your map is missing what players expect like here:

tc_lodge_01.jpg
Because each territory can be owned by either team, this spawn door won't open for BLU even if they own this point.
You should have a filter_activator_tfteam with an associated CP.
For example, "tc_filter_z" set to allow the owners of cp_z will allow the team owner Z to use those triggers and such.
It would be in your best interest to setup the things players expect as well.

Usually you want:
1) Pathways (where can we go)
2) Objective arrows (where do we go)
3) Team signs (who owns this point)

These are mostly controlled by your TCP rounds primarily in I/O.

Simply put:
OnStart is what you want to be shown for that round
OnEnd is what you revert from OnStart


This is my own example map, and here I use the A2C round to enable arrows and disable blocker walls
OnStart is what I want the map to change for this round.
OnEnd reverts my changes.


tc_example01.jpg

For arrows/team signs, there's an even easier solution:
tc_example02a.jpg
When a round starts, and this CP is owned by Team1 (RED) I tell a relay to fire an output to fix team skins on all my signs for that territory


tc_example02b.jpg

OnUser1 is for RED
OnUser2 is for BLU
It's like magic.

To summarize:
TCP I/O controls your map.
Start with 2 territories while building your logic.

This isn't everything, didn't talk about round timers or setup, it just covers your question on TCP rounds.
 

geegor102

L3: Member
Dec 27, 2017
101
13
I have removed a fair bit of I/O logic concerning pathways to simplify the logic. The issue itself comes from the pairing of the two points. doors and such work properly to my knowledge.
the issue I have is that when the outputs should be triggered they are not being triggered when using the correct I/O as stated above.
This only occurs on the X/Z and W/Y rounds oddly.
during some cases one of the points assoc. respawnroom does not function properly and forces both teams to spawn in one respawn room.
 

Heili

L3: Member
Jul 21, 2016
114
59
tc_lodge_02.jpg
tc_lodge_02a.jpg
You know your map more than I do, I see no logic where I would expect.
Your rounds have different priorities too, which I'm assuming was intentional for some gameplay feature you had in mind, because it won't pick all of them random at once.
I mean this neutrally: I don't see I/O logic you're talking about in the map.
 
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geegor102

L3: Member
Dec 27, 2017
101
13
the priority thing I use for forcing the mids to fight first and have the winner get to attack.
when the .bsp is loaded the first round works fine, however and subsequent rounds have a high chance to break if they have bots.
the issue I have goes back to the team_control_point_round.
sometimes the association makes an error, and the wrong spawns get selected even when the priority should force a certain occurrence.
 

Heili

L3: Member
Jul 21, 2016
114
59
From a glance at your custom gamemode, it could be because priority 1 shares a CP with the priority 3 rounds (XY).
Usually we don't repeat CPs in a round until the game resets, so maybe that's the cause on top of your custom stuff.
Best of luck to you.
 

geegor102

L3: Member
Dec 27, 2017
101
13
that wouldn't be an issue as hydro has rounds that are shared by 2 CPs at the end. also all of the mid rounds in normal TC share priority and CPs.
Its also not really fair to call this a custom gamemode as it is akin to Hydro-TC as 2cp/ad is to 3cp/ad.
However I do thank you for your help.