Fist up, Onscreen CapLayout Ok, ive got 5 cps. indexed 0 1 2 3 4. Capping 2 in the center unlocks 0&1 if your blu, or 3&4 if red. ive got my team_control_point_master with default cap layout set to 2,0 1 3 4 results in Code: 2 0 1 3 4 which is ok, then on the capture area i have outputs onCapTeam1 cp_master SetCapLayout 2,0 1 onCapTeam2 cp_master SetCapLayout 2,3 4 this should result in Code: 2 or 2 0 1 3 4 but actually just sort of bunched them up overlapping. Secondly timers I have 3 timers round_time_main, 'round_time_red' and 'round_time_blue' At any point, players from a team can cap a point, this disables the main timer, and enables that theams timer. Each timer has a 'setup' time, which when expires opens gates. This works fine ONE TIME ONLY, that is, red caps and red timer setup counts down, blue caps and blue setup time counts down, red caps again, and the setup has not reset. the outputs that im using are cap team X, round_timer_teamY, restart cap team X, round_timer_teamY, disable cap team X, round_timer_teamX, enable and vice versa. It seems that the 'restart' input only sets the game time length back to full, and doesnt enable another setup period. Hope you can understand the problem :S There could be a solution in: Having team X's timer 'kill' team Y's timer, and then create a new one, but i dont think that one entity can create another, can it?