cap point decay speed

Discussion in 'Mapping Questions & Discussion' started by Ezekel, Jul 20, 2011.

  1. Ezekel

    Ezekel L11: Posh Member

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    quite a few people have mentioned that you can do this so that the decay speed will not be related to the cap time, and i'd like to be able to do this on cp_gothic.

    so i did a quick forum search and a google search, but no luck yet. so the question is:
    how do you set the decay speed of a cp independently of the cap time?
     
  2. tyler

    aa tyler snail prince, master of a ruined tower

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    If there's no straightforward way to do it, I'd probably have two cap zones and a trigger_multiple. The moment someone touches the trigger_multiple, it enables capture1, which has a cap rate of 10. The moment all blu players leave, the trigger_multiple would disable capture1 and enable capture2, which has a cape rate of 5. These outputs would have to be OnStartTouchAll and filtered for blu, though.

    That's the best way I could think to work it.
     
  3. h3r1n6

    h3r1n6 L4: Comfortable Member

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    From the tf2wiki.
     
  4. Seba

    aa Seba DR. BIG FUCKER, PHD

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    From the OP.
     
  5. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I'm pretty sure you can't do this. I don't know who these "people" are you speak of, but in my years I've never come across any such method. Bringing it up gave me one idea to try (differing combinations of playerstocap and captime) but that didn't have any bearing on the decay rate.

    Just for the heck of it I tried yyler's idea since I had Hammer open, but I as I expected it didn't do it either, and only resulted in the screwed up progress indication on the HUD that always occurs if you have multiple cap zones with differing rates (doesn't matter if they are enabled and/or in use).

    If you really really want it, your best bet would be to email valve and ask for a decay rate multiplier key/input.
     
  6. tyler

    aa tyler snail prince, master of a ruined tower

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  7. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Why? Are you not aware they have added numerous keys, inputs and whole new entities at the request of mappers?
     
  8. Wander

    Wander L3: Member

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    Would this also happen if, instead of disabling the cap zone, Killing it completely? And using templates to spawn new ones? (Id try it out, but have no source sdk where i am at the moment)
     
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I'm fairly sure it would. All templated entities exist at the same time during map load, before they are eaten up by the templatizer.
     
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