Multistage CP problem

BouH

L1: Registered
Jul 20, 2009
16
0
Hello, guys!

I tried every possible query in search for my problem, and nothing :( So you're my last resort!

I have multistage CP Dustbowl-like map, and everything seems to be set up like it should. But for some reason, all 6 points are assigned to the first stage. I have them divided between stages inside control_point_round entities, so I have no idea what's causing it. I tried to disable unused cps and enable them on miniround end, didn't help. They're still there, but are unable to capture. Any idea what can cause such situation? :confused:
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Do you have a team_control_point_master?

if you do, show screens of how you set the rounds and master up.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Do you have three team_control_point_round entities?
In the keyvalue "control points for this round" you have to put the exact names of the control point entities used for that round.
 

BouH

L1: Registered
Jul 20, 2009
16
0
Do you have a team_control_point_master?

if you do, show screens of how you set the rounds and master up.

Here



In I/O: every round entity changes layout for master at it's (round) end, that's it.

Do you have three team_control_point_round entities?
In the keyvalue "control points for this round" you have to put the exact names of the control point entities used for that round.

Yes, everything is fine here.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
You shouldn't have anything in the cap layout for the master entity
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
?
You just leave that field blank.

You have the team_control_point_round entities to tell it how the caps are used
 

BouH

L1: Registered
Jul 20, 2009
16
0
?
You just leave that field blank.

You have the team_control_point_round entities to tell it how the caps are used
Ok, but I still don't see how that can cause the problem I experience. Are you sure that usetting cap layout will help?
 

BouH

L1: Registered
Jul 20, 2009
16
0
My every try is 30 minutes compilation =( I need to be sure.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
:O oh lawd
If that's how long it compiles without rad and vis, you need to do some serious optimizing (func_detailing mainly).

on second thoughts... that would just speed up the vis process. Silly me.

Just do the compile with no vis, no rad, no hdr. Nothing! Just bsp on normal.
 
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lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
ALSO, you will want to restrict red team from winning... as I'm assuming you will make the control points start off under red control.

For red to win, you want a game_round_win, with an input from the game timer OnFinished (with the input RoundWin)
 

BouH

L1: Registered
Jul 20, 2009
16
0
With fast vis and rad, and everything that can be func_detail is already func_detail. Map is rather open and it has many visleafs, that's why vrad is working for good 15-20 minutes. Hint brushes in difficult places didn't help.

And your suggestion didn't help either. Before that icons of 4 additional cps were behind first icon, so it was an obvious bug, now all 6 of them are in the row like everything is ok. Still need a solution!

ALSO, you will want to restrict red team from winning... as I'm assuming you will make the control points start off under red control.

For red to win, you want a game_round_win, with an input from the game timer OnFinished (with the input RoundWin)

Nah, if I restrict, they won't win by timeout. And I have game_round_win entities set up for both teams. Though in that case they may win by timeout even if I restrict them... But it doesn't seem to be a big problem now.
 
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lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Nah, if I restrict, they won't win by timeout. And I have game_round_win entities set up for both teams.
Well.. if that works then it works..


Post us your team_control_point entities? At least the first three if you don't want to post all 6


edit:

I'm thinking group indexes...
 

BouH

L1: Registered
Jul 20, 2009
16
0
I'm thinking group indexes...
I divided cps by three groups, but after that I read that group indexes are needed only for _master if I don't use _round, so I set group indexes of all of them to 0.
 
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lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Yeah the group index is best left at 0
Well the only logic I can think of is that the names are not correct in the round entities D :
(You do have unique indexes for every control point?)

Looking through dustbowl, it actually has BLUE Previous Required Point 1: and for the first cap of each stage it refers to itself. The second point refers to the first point also.
Try this out (I'm assuming now that you can run just bsp compile quickly enough?)
 

BouH

L1: Registered
Jul 20, 2009
16
0
Looking through dustbowl, it actually has BLUE Previous Required Point 1: and for the first cap of each stage it refers to itself.

Hmm... I'll try that out. :eek:hmy:
 

BouH

L1: Registered
Jul 20, 2009
16
0
Didn't help. Also, I can't find _master and _round entities, on dustbowl %)

Edit: Found, and everything seems the same =(
 
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lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Use the map -> entity report tool.
The round entities are by the respective first caps.
The master is by the first one

edit: you can tick the 'By Class' box to show only the entities of the type you select to filter out the huge list.
 

BouH

L1: Registered
Jul 20, 2009
16
0
Use the map -> entity report tool.
The round entities are by the respective first caps.
The master is by the first one

edit: you can tick the 'By Class' box to show only the entities of the type you select to filter out the huge list.
Yeah, I found them via I/O connections, but everything seems the same to mine