Opening Capture Points

CaffeinePowered

L1: Registered
Jan 19, 2008
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0
First post I guess, I got referred from the FPS Banana forums


Im trying to create a 5 point capture point map, however, the 3 middle points between the red/blue home points are all open. In order to win the round a team must capture two out of the three center points and the home point.


What I am trying to figure out is a way to dynamically unlock the enemy team's home point when your team owns two out of the three center points. In this way, the enemy count own one out of the three points, but if they don't defend their home point they can lose while still owning one point, but still lose the round. Ive been messing around with logic and math entities trying to figure this out and any help would be appreciated.

If anyone wants the VMF file to look at I can upload it to an FTP, thanks in advance
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Ah I now understand better, was too tired for reading comprehension last night i guess. Unfortunately this problem is beyond me. Or actually...hmmmm...

Ok what about this, over at the tutorials forum a guy is making a map...

http://tf2maps.net/showthread.php?t=569

...in which the map counts how many cp's your team owns. The map adds a point for every cp you capture and subtracts a point for every cp you owned that was taken by the other team. Whoever holds the most points when time runs out (or caps all the points) wins the round. While his ultimate goal is slightly different from yours, his counting method might be useful to you.

I havent read over it all, but his instructions are long so hopefully hell have some good details in there for you. Also the whole Tutorials forum section is pretty useful for browsing, got lots of good stuff on different topics.
 

CaffeinePowered

L1: Registered
Jan 19, 2008
27
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Thanks, that tutorial helps explain the logic entities to me more and Ill be able to have counters keep track of who owns what points, but the problem still persists of being able to unlock the point.

In the normal point prosperities I can change the points that a team needs to own prior to capturing capturing, but can I even alter those via outputs?

Might have to have some other sort of logic entity checksum and add up boolean values, if it gets a value of 2 or greater it outputs to open the point. I just wish there was an easier way to make the point available like flipping a switch instead of having to do some odd work around.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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I think this would require the use of an additional hidden capture point that is neither visible in the map or on the HUD.

Have each home CP require ownership of the hidden one. Use logic entities to count how many of the middle points are owned, and when it's 2 or more send an input to the hidden point to force it's ownership to the required team.

This is all theory in my head, but I think it should work unless there is some underlying finickiness in the game code.
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Heh let us know if you get things to work Caffeine, thats an interesting concept ya got going there.
 
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CaffeinePowered

L1: Registered
Jan 19, 2008
27
0
Right now I have four logic triggers per central cap point, the first time a team caps, it will add one to their counter, attempt to take away from the enemy counter, and then enable their own trigger to subtract from their count.

I have a hidden point for each time, and the home points are set to require that point to capture.

The counters are set to trigger on a max of 2, but Im still not unlocking the last point. I know the general logic is flawed if the game seesaws, but I just want to get the point unlocking first.

This is what my counter Output looks like...

OnHitMaxCount Blue_Hidden SetOwner Red (I have also tried team2 as a parameter)
(Hidden Points default to red/blue)


The Logic Relays look like this

OnTrigger Blue_Counter Add/Subtract 1


The Capture Area zones look like this

OnCapTeam1 Blue_Point_A_Trigger_Add Trigger
OnCapTeam1 Red_Point_A_Trigger_Subtract Trigger
OnCapTeam1 Blue_Point_A_Trigger_Subtract Enable (3sec delay, fire once)
OnCapTeam2 Red_Point_A_Trigger_Add Trigger
OnCapTeam2 Red_Point_A_Trigger_Subtract Trigger
OnCapTeam2 Red_Point_A_Trigger_Subtract Enable (3sec delay, fire once)


What am I still doing wrong?
 

hacky

L2: Junior Member
Dec 13, 2007
83
0
Thanks, that tutorial helps explain the logic entities to me more and Ill be able to have counters keep track of who owns what points

That's why I wrote that tutorial in such detail. :)


CaffeinePowered said:
OnHitMaxCount Blue_Hidden SetOwner Red (I have also tried team2 as a parameter)
(Hidden Points default to red/blue)

from http://developer.valvesoftware.com/wiki/Team_control_point
Code:
SetOwner 
<integer> Sets the owner of the entity. (0 = none, 2 = red, 3 = blu)
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
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7,674
Also, only have ONE hidden point, and both home points should require it. Only one team will ever hold the hidden point so only one home will ever be unlocked.
 

CaffeinePowered

L1: Registered
Jan 19, 2008
27
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I got it working, i had two hidden points, one for each team, now I just have to work on the logic to re-lock the point if the counter dips below a certain level.


Edit: I think I have an idea Im going to test later, when a team opens the enemy's home point, the hidden point will have an output that OnChangeOwner will reset the other point to its original team.
 
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