Payload Capture Point-Associated Spawnrooms and Doors

Discussion in 'Mapping Questions & Discussion' started by ChuckSpurgeon, Jul 21, 2015.

  1. ChuckSpurgeon

    ChuckSpurgeon L2: Junior Member

    Messages:
    52
    Positive Ratings:
    8
    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!
     
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
    2,363
    Positive Ratings:
    2,365
    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.
     
    • Thanks Thanks x 1
  3. ChuckSpurgeon

    ChuckSpurgeon L2: Junior Member

    Messages:
    52
    Positive Ratings:
    8
    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!
     
  4. Zed

    aa Zed Certified Most Crunk™

    Messages:
    1,234
    Positive Ratings:
    994
    Team 1 is Spectator.
     
    • Thanks Thanks x 1
  5. ChuckSpurgeon

    ChuckSpurgeon L2: Junior Member

    Messages:
    52
    Positive Ratings:
    8
    Huh. I did not know that.