# How can I make a control point require any two other points to capture?

Discussion in 'Mapping Questions & Discussion' started by Cap'm Drummond, Jun 12, 2009.

1. ### Cap'm DrummondL1: Registered

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To make a long story short, I'm working on a CP map where only one point matters for winning the game, but where supplementary points can be captured. One of the biggest problems I saw myself running into was players ignoring the supplementary points and just going for the main one, which wasn't really my intent. My solution was to require teams to have at least two other points to attack the main one.

Now, I could make it so each team needs two specific points to capture; however, I want to give players as many options as possible, so I was wondering if there's a way to make a point capture-able with any two of them. I can't seem to find anything in the keyvalues that would let me do this, but I figured somebody else might know.

2. ### brickL3: Member

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Im sure you can. Make 1 cp always require 2 other cps or something. So lets say you have A, B, C. You have to have them always unlocked or else there will be 1 always locked. It depends on how the map is laid out and such. A is required to have either B or C to capture. C needs A or B. If both are required then it will be always locked. The problem I see with this if Im picturing it right. If Blue is attacking red has 2 open points with the third unlocked. Once blue captures A then C becomes unlocked?

3. ### aaA Boojum SnarkToraipoddodezain Mazahabado

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Make the final point require itself (meaning no requirement). Set it's trigger_capture_area to disallow the attacking team from capturing.

Make a math_counter and set it's max value to 2. Have each supplementary point add 1 to the counter when captured.

Have the math_counter's OnHitMax output send a SetTeamCanCap to the final point's t_c_a to unlock it. (check the VDC for the syntax of SetTeamCanCap)

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