Enemy can't block CP capture?

gastrop0d

L3: Member
Apr 22, 2009
110
33
Hi everyone. I'm new to TF2 mapping and have been working on a circular control point map, following info on the Valve Developer Community website for how to set up spawn rooms/CPs/etc and when testing I've found that if say red starts capping a point and a blue player jumps on the point, it doesn't block the capture?

I'm wondering if there's something I have to set up in any of the entities to make the game do this or not. I thought it would just be the default behaviour of CPs...

I've configured my points exactly as outlined here: http://developer.valvesoftware.com/wiki/TF2/Creating_a_Capture_Point

Any ideas??
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Heh, funny. A few months ago the originator of that gametype was around here asking the same question and I helped him solve it. I honestly don't remember what exactly the problem was, or what exactly I did to fix it, but I still have the test vmf around so, here...

edit: I bothered to unpack it and have a look, it's really obvious to me again now. The problem is the game has to think the point is allowed to be captured by the defending team based on the capture order (previous required points). I got around this by making all capture points require themselves, meaning they will always be open for capture. Then I used inputs to control which team is allowed to use the trigger_capture_area for actually taking the point.
 
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What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
Gastropod> When designing your map you will also want to figure out a layout that does not allow for revenge sentries. Players can set up a sentry farm outside of spawn and wait for the other team to cap the corresponding CP and effectively trap an entire team in the spawn.