Payload Capture Point-Associated Spawnrooms and Doors

ChuckSpurgeon

L2: Junior Member
Jan 6, 2014
52
10
I'm not doing well at locating tutorials or guides on how to create the logic for spawnrooms and doors that are directly related to captured points on payload maps.

I'd like to create forward spawns for Blu after they capture a point. I want them to start spawning in Red's starting spawn and move Red back to another spawnroom.

As well, I'd like to create access doors that open upon a captured Blue point (example: the slow-opening door behind cp B on cp_steel.

Thoughts? Directions toward a resource that might help me?

Thanks, TF2 Maps Community!
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Send outputs from the team_control_point entity: OnCapTeam3 [doorname] Open, or OnCapTeam3 [red spawnpoint name] Disable & OnCapTeam3 [blu spawnpoint name] Enable. OnCapTeam2 is RED, 3 is BLU.
 

ChuckSpurgeon

L2: Junior Member
Jan 6, 2014
52
10
Send outputs from the team_control_point entity: OnCapTeam3 [doorname] Open, or OnCapTeam3 [red spawnpoint name] Disable & OnCapTeam3 [blu spawnpoint name] Enable. OnCapTeam2 is RED, 3 is BLU.

Thank you, Seba!

Truly nuts and bolts question--why is Red 2 and Blu 3? What sort of conflicts would making one of them Team1 create? Just curious!
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Team 1 is Spectator.