Optional control point?

Discussion in 'Mapping Questions & Discussion' started by hach-que, Feb 4, 2010.

  1. hach-que

    hach-que L1: Registered

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    I want to create an optional control point, which will control other aspects of the level through output/inputs.. problem is, I can't find a way to tell TF2 that the player's don't have to have capped it to win.

    I tried to make a team win when they capped the final point (since teams must cap 3 points, then the final point which was previously locked), but I don't know how to pass an entity's property (such as the current owner for the final point) as a parameter for the I/O system. I can only find ways to pass the entities themselves (passing !self doesn't work and results in Stalemate).

    Does anyone know how I can create an optional control point? (Note: the type of match is Control Points)
     
  2. megawac

    megawac L4: Comfortable Member

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    Make the team_control point send an output to a logic_compare.

    If its currently captured by red its state is 2, if its controlled by blue its state is 3 - neutral is 0.

    Send output OnCapTeam1 - <logic compare name> - compare
    If you want it to compare on a set time or when someone goes through a trigger_multiple, make the control point have a OnUser1 input that fires off the logic compare.
     
  3. hach-que

    hach-que L1: Registered

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    Oops, forgot to reply to this :p

    I got it working once I worked out that OnCapTeam1 is triggered for red and OnCapTeam2 is triggered for blue - that way I could provide the parameter to RoundWinAndForceCaps manually.