Multistage CP problem

Discussion in 'Mapping Questions & Discussion' started by BouH, Aug 18, 2009.

  1. BouH

    BouH L1: Registered

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    Hello, guys!

    I tried every possible query in search for my problem, and nothing :( So you're my last resort!

    I have multistage CP Dustbowl-like map, and everything seems to be set up like it should. But for some reason, all 6 points are assigned to the first stage. I have them divided between stages inside control_point_round entities, so I have no idea what's causing it. I tried to disable unused cps and enable them on miniround end, didn't help. They're still there, but are unable to capture. Any idea what can cause such situation? :confused:
     
  2. UKCS-Alias

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

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    Do you have a team_control_point_master?

    if you do, show screens of how you set the rounds and master up.
     
  3. alecom

    alecom L8: Fancy Shmancy Member

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    Do you have three team_control_point_round entities?
    In the keyvalue "control points for this round" you have to put the exact names of the control point entities used for that round.
     
  4. BouH

    BouH L1: Registered

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    Here
    [​IMG][​IMG]
    [​IMG][​IMG]

    In I/O: every round entity changes layout for master at it's (round) end, that's it.

    Yes, everything is fine here.
     
  5. alecom

    alecom L8: Fancy Shmancy Member

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    You shouldn't have anything in the cap layout for the master entity
     
  6. BouH

    BouH L1: Registered

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    So how's layout set then? Also I don't see how this can cause my problem...
     
  7. alecom

    alecom L8: Fancy Shmancy Member

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    ?
    You just leave that field blank.

    You have the team_control_point_round entities to tell it how the caps are used
     
  8. BouH

    BouH L1: Registered

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    Ok, but I still don't see how that can cause the problem I experience. Are you sure that usetting cap layout will help?
     
  9. alecom

    alecom L8: Fancy Shmancy Member

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    Try it and see
     
  10. BouH

    BouH L1: Registered

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    My every try is 30 minutes compilation =( I need to be sure.
     
  11. alecom

    alecom L8: Fancy Shmancy Member

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    :O oh lawd
    If that's how long it compiles without rad and vis, you need to do some serious optimizing (func_detailing mainly).

    on second thoughts... that would just speed up the vis process. Silly me.

    Just do the compile with no vis, no rad, no hdr. Nothing! Just bsp on normal.
     
    Last edited: Aug 18, 2009
  12. alecom

    alecom L8: Fancy Shmancy Member

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    ALSO, you will want to restrict red team from winning... as I'm assuming you will make the control points start off under red control.

    For red to win, you want a game_round_win, with an input from the game timer OnFinished (with the input RoundWin)
     
  13. BouH

    BouH L1: Registered

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    With fast vis and rad, and everything that can be func_detail is already func_detail. Map is rather open and it has many visleafs, that's why vrad is working for good 15-20 minutes. Hint brushes in difficult places didn't help.

    And your suggestion didn't help either. Before that icons of 4 additional cps were behind first icon, so it was an obvious bug, now all 6 of them are in the row like everything is ok. Still need a solution!

    Nah, if I restrict, they won't win by timeout. And I have game_round_win entities set up for both teams. Though in that case they may win by timeout even if I restrict them... But it doesn't seem to be a big problem now.
     
    Last edited: Aug 18, 2009
  14. alecom

    alecom L8: Fancy Shmancy Member

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    Well.. if that works then it works..


    Post us your team_control_point entities? At least the first three if you don't want to post all 6


    edit:

    I'm thinking group indexes...
     
  15. BouH

    BouH L1: Registered

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    I divided cps by three groups, but after that I read that group indexes are needed only for _master if I don't use _round, so I set group indexes of all of them to 0.
     
    Last edited: Aug 18, 2009
  16. alecom

    alecom L8: Fancy Shmancy Member

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    Yeah the group index is best left at 0
    Well the only logic I can think of is that the names are not correct in the round entities D :
    (You do have unique indexes for every control point?)

    Looking through dustbowl, it actually has BLUE Previous Required Point 1: and for the first cap of each stage it refers to itself. The second point refers to the first point also.
    Try this out (I'm assuming now that you can run just bsp compile quickly enough?)
     
  17. BouH

    BouH L1: Registered

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    Hmm... I'll try that out. :eek:hmy:
     
  18. BouH

    BouH L1: Registered

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    Didn't help. Also, I can't find _master and _round entities, on dustbowl %)

    Edit: Found, and everything seems the same =(
     
    Last edited: Aug 18, 2009
  19. alecom

    alecom L8: Fancy Shmancy Member

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    Use the map -> entity report tool.
    The round entities are by the respective first caps.
    The master is by the first one

    edit: you can tick the 'By Class' box to show only the entities of the type you select to filter out the huge list.
     
  20. BouH

    BouH L1: Registered

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    Yeah, I found them via I/O connections, but everything seems the same to mine