- Dec 12, 2015
- 65
- 14
Hey everyone, got a bit of a technical question here for you. (May be a bit long but is detailed)
I'm trying to use Control Points in a payload map ive made to open/change flank paths so it makes it easier or harder to attack/defend the cart depending on which team has ownership of the cap.
However when I went to test it, blue cant cap the points at all (which are red ownership by default). I did some digging and found the source of the issue being the team_control_point_round entity which requires that the "Restrict team from winning" value be set to red (since blue is pushing the cart). If set to neither it works perfectly, but if any game_round_win entities are triggered it then causes tf2 to straight up crash (Same if set to blue, but if set to both, it has the same issue as if set to red).
So my first thought was to try to see if I could dynamically change which team to restrict from winning so I could fire an output to change it to red before the round win or time finished and hopefully avoid the problem, but no such luck. Next I tried to change the physical value of it using an addoutput to the team_control_point_round entity using its keyvalue of cpr_restrict_team_cap_win (which I got from turning off smart edit) to set to 2 (which is red), however that also didn't work at all. (To be fair I may have messed up the syntax of that one not sure how addoutput works for keyvalues)
So my question is does anyone have any possible ideas as to what I could do to get the Control Points working?
I'm trying to use Control Points in a payload map ive made to open/change flank paths so it makes it easier or harder to attack/defend the cart depending on which team has ownership of the cap.
However when I went to test it, blue cant cap the points at all (which are red ownership by default). I did some digging and found the source of the issue being the team_control_point_round entity which requires that the "Restrict team from winning" value be set to red (since blue is pushing the cart). If set to neither it works perfectly, but if any game_round_win entities are triggered it then causes tf2 to straight up crash (Same if set to blue, but if set to both, it has the same issue as if set to red).
So my first thought was to try to see if I could dynamically change which team to restrict from winning so I could fire an output to change it to red before the round win or time finished and hopefully avoid the problem, but no such luck. Next I tried to change the physical value of it using an addoutput to the team_control_point_round entity using its keyvalue of cpr_restrict_team_cap_win (which I got from turning off smart edit) to set to 2 (which is red), however that also didn't work at all. (To be fair I may have messed up the syntax of that one not sure how addoutput works for keyvalues)
So my question is does anyone have any possible ideas as to what I could do to get the Control Points working?