Payload Problem: Victory condition for team blue

Discussion in 'Mapping Questions & Discussion' started by Harsesis, Mar 12, 2011.

  1. Harsesis

    Harsesis L1: Registered

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    Hello everyone,

    i'm trying to build a payload map (following the guide on the valve wiki) but something is not working correctly: The blue team wins the game after capturing the first (of two) control points (both points are shown on the hud and have different indices).

    The example from the gametype library works fine, but I havn't been able to figure out the difference (except for some naming and some additional effects) between my map and the one from the gametype library.

    So the question I'm asking is: What is the victory condition for team blue (the attacking team) on a payload map? (The victory condition for team red is obviously the timer triggering the round_win entity for team red). Hope someone can give me a hint.
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The victory is triggered when the team_control_point_master sees that blue owns all team_control_point that are active. Possible causes of your problem are:
    Group Index on the CPs is not all the same.
    You have a team_control_point round and only the first two points are specified in it.
    The later points do not have a unique Index and thus are removed by the engine on load meaning there are only two to be captured.
     
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  3. Harsesis

    Harsesis L1: Registered

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    After some trying around I found out the reason for my problem:

    Apparently the CaptureCurrentCP was triggered multiple times. As written in the tutorial on the valve wiki I used a logic_relay (dunno why they use it, imo it is not needed and it is not present in the gametype library) to trigger the CP Capture (with delay set to 0.0 for all triggers). Either the logic_relay was triggered multiple times or the engine was somewhat thrown into chaos by SetCurrentCP and CaptureCurrentCP triggered at the same time.

    Removing the logic_relay and moving it's functionality to the team_control_point entity (or as an alternative setting the delay in the logic_relay to something bigger than 0.0 (like 0.1)) solved the problem for me.