5CP Logic Questions

Discussion in 'Mapping Questions & Discussion' started by a_sock, Aug 21, 2018.

  1. a_sock

    a_sock L1: Registered

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    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.





     
  2. Thewtus

    Thewtus L1: Registered

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    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
     
    Last edited: Aug 21, 2018
  3. a_sock

    a_sock L1: Registered

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    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: Aug 22, 2018
  4. a_sock

    a_sock L1: Registered

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    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]"