Optional Capture Points?

Discussion in 'Mapping Questions & Discussion' started by mint onion, Feb 9, 2014.

  1. mint onion

    mint onion L3: Member

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    I'm attempting to make a custom 3 cp map and am running into some difficulty.

    I've never built the gametype logic elements from scratch before.

    I'm using abs' 5 cp gametype as a base and have been trying to modify it.

    I've removed both of the forward spawns leaving only the first and center points and renamed some things and reordered the index numbers (0 1 2). I'm able to capture the center, which unlocks the final, and capture the final for the win.

    Now, I'd like to add 2 optional capture points that will add time to the timer but are not required nor affect the main 3 capture points. Is this possible?

    Thanks!
     
  2. mint onion

    mint onion L3: Member

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    Now, so not to confuse the central issue I've mentioned above, I'll go into a little bit more detail about the specifics of what I'm shooting for.

    Here is the map's layout

    Across the center (from left to right) is red's final, the neutral center point, and blu's final points.

    In the center, at the top and bottom are where I'd like my optional capture points, represented with smaller boxes.

    Not only will these add time when captured, but they will toggle on/off conveyor belts and a sawblade.

    If blu captures the blu toggle point, blu's defensive hazards will activate. if red captures blu toggle point, they will deactivate, and vice versa.

    So that's what I'm trying for.
     
  3. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    For complex capture rules use the "previous required point" to specify which points can be captured when. Telling a point it requires only itself will make it available at all times.
    So you would set up
    For red: 2 requires 1 requires 0.
    For blue: 0 requires 1 requires 2.
    For both: 3 requires 3. 4 requires 4.
     
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  4. Roll

    aa Roll -in a daze-

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    Here's what I came up with. Go ahead and look through it and use it directly or just for reference (or not at all).

    Basically once either of the final control points are captured, it sets the owner of the toggle points to the capturing team, giving them the win.

    You can set whatever you want to trigger in the logic_relays above the points and I included a couple of doors so I could test them.

    The toggle points are found underneath the main points on the hud like so:
    [N][R]
    [R]
    You can change this in the master control point entity if you want.
     
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  5. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Oh, victory condition. In addition to the way roflman did it, the TCPM has inputs to declare a victor regardless of point ownership.
     
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