Max # of control points?

Discussion in 'Mapping Questions & Discussion' started by Grimes, Jul 18, 2009.

  1. Grimes

    Grimes L1: Registered

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    Is there a maximum number of control points possible in a given level? I am currently making a payload race map for the contest. The core idea behind it is that there is a pair of middle control points in addition to the ones each each respective team base. The goal is to create an exciting battle to get to the middle first and then translate into a traditional PLR type of game where you must get your cart into the enemy base. The team that makes it to the middle CP first will be given a minor benefit for that round.

    Anyways. I've been modifying Snarks gameplay library to use as a testbed for the actual level. I created the first stage to test it all out, so there are 4 CPs total (2 for red, 2 for blu) in the first stage. Stage 2 and 3 remain as is with 2 each and everything works perfectly. Whenever I try to add a CP to either side for stage 2 and run the map I get a exe memory error when it attempts to load the level. It works if I change either stage 3 CP to belong in stage 2. But again it crashes if I add another CP, even if it isn't attached to any stage at all.

    So does anyone know for a fact if there is a limit of 8 control points total in a map? None of the indexes are the same and I've checked and re-checked for any errors that could be causing it.
     
  2. drp

    aa drp

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    IIRC, its 8.
    You can disable your previous points and enable new ones, technically giving you more than the limit of 8.

    Dont quote me on this tho as im not 100% sure. I'm sure a mapping superstar will come in here and correct me.
     
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  3. Fearlezz

    Fearlezz L10: Glamorous Member

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    What drpepper is saying is true. Map 8 points. However you can re use CP from another round if you have multiply rounds. Like disabling and enabling. Just keep track of who won what round. :)
     
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  4. Grimes

    Grimes L1: Registered

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    Good idea to test but sadly it doesn't work. I just tested out, still the same result. I set "Start Disabled" on all CPs in stage 2 and 3. After round 1 ended it would kill the CPs on round 1. Upon round 2 starting it would enable the CPs for its round. However it still crashes on load.

    @Fearlezz

    Interesting idea, it certainly is plausible. I tried using "SetOwner" to uncap the control points but it doesn't seem to work quite yet and appears as is if the CP has already been captured at the start of the 2nd stage. I will fiddle around with it some more, there has to be a way for this to work.
     
  5. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Well, the trick is diffirent if im right. Example:
    - stage 1 has cp 1 2 3. Blue caps all and so wins
    - stage 2 has cp 2 3 4. 2 and 3 are set back to red on the round start (it has to be done at the start) so its a full round again. Due to the priority of the round and the fact that blue still has to capture cp 4 this round will be used.
    And look, only 4 cps used!

    So with that trick you are able to have a map with like 15 control points

    Setowner doesnt allways work. This mainly happens during any win time. In the middle of a round/start/setup i never had such problem with it.