Map crash related to team_control_point

Discussion in 'Mapping Questions & Discussion' started by Luigi1000, Dec 25, 2015.

  1. Luigi1000

    Luigi1000 L2: Junior Member

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    Hey everyone, have a strange issue where the map crashes on load. I did a quick cordon test to check if the final pit I had for PL was the cause of it, and sure enough it works perfectly if not, included. Decided to take it even further and remove all aspects of the hatch besides the final team_control_point and path track and go figure I still have the issue. I removed the team_control_point and boom it works perfectly.

    Now I'm thinking that maybe I have an issue where there are possibly too many team_control_point entities which are in the map and its causing it. Each one has their unique id and name. The part which makes this complex is that I have a total of 9 of them (where 6 are used for the CP's on the track and 3 are used as stand alone ones which when captured change flank routes of the map).

    I know the team_train_watcher only has slots for 8 CP's but since 3 of them aren't used on the track and are just listed under the team_control_point_round I don't think that would be the case. If the game can only handle 8 CP's total then I guess I will have to remove one and change the position of another but if anyone has any ideas it would be greatly appreciated.
     
  2. Muddy

    Server Staff Muddy Muddy

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    Yeah, you can only have eight team_control_points max, regardless of if whether or not they're visible or capturable. Any more and TF2 will crash while loading the map.
     
  3. Luigi1000

    Luigi1000 L2: Junior Member

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    Thanks for the reply, I figured as much. Back to the drawing board to then fix it.
     
  4. Hyperion

    aa Hyperion L16: Grid Member

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    If you dont need all nine on the same round you can just move them
     
  5. henke37

    aa henke37

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    I checked in the source code, the limit is very hardcoded. You are not going to get past it with anything short of a modified server dll.