How would i go about Incorporating "Hardpoint" gameplay rules into TF2?

Fiery Shadow -TPF-

L1: Registered
May 19, 2016
11
0
Long story short, i wanna make a prefab, and eventually an entire map around the hardpoint ruleset.
(Not to be confused with the Headquarters gamemode)

Long story long:

I'm having a hard time working out the logic of the following requirements for the control points:

1: There must only be one active control point at one given time out of the minimum of 3 on a map.
2: The control points must be turned back into neutral status when no player is standing on it.
3: Intermission between locking of a control point and unlock of the next Control Point.

Everything else i have figured out.

If anyone could help me out here, that would be appreciated.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
  1. Send SetLocked input to a team_control_point to lock or unlock it. A parameter of 0 will allow players to capture it, 1 will block players from capping.
  2. In trigger_capture_area, OnEndTouchAll > team_control_point > SetOwner. I believe 0 will make the point neutral.
  3. Use delays in your SetLocked inputs to add a time before the control point is locked/unlocked.