Problem; when using simultaneous caps, game ends instantly

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
Like the title says. Right now I'm working on a modified cp. Rather than having the capture points go in order, all of them are open to both teams, any time. I set the 'index' of each team_control_point to 1. Problem being, only one of the caps displays the floating hologram, and the game ends with a win for that team. I've been messing around with how to bypass this restriction, but right now I'm stuck :( Any help is much appreciated. I'm so close to finished! lol
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Well the Index for each control point should be different. If you have 3 control points then their indexes should be 0, 1 and 2.

As for the round ending after one point is capped, my guess is that you don't have the Group Index for all the cap points set to the same number. Generally I set the group index to 0 for all my points.

Heh but then I am sure you know all that already, problem is probably to advanced for me.

How did you open all the points btw? Did you do it by some method other than having them refer to themselves in the Require previously capped setting?
 
Last edited:

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
Problem is if I set each cap index to a different number, they go in order. Like cap 2 cannot be taken before cap 1. I've been toying with manually creating cap points soley with I/O, not using any of the entites. But doing so is long and difficult :( There has to be some way to make multiple caps available at once.
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Well again I'd ask how exactly you are keeping those points open. The way i do it is thusly (really simple):

Name: capture_point_1
RED Previously Required Point 1: capture_point_1
BLUE Previously Required Point 1: capture_point_1

And so on for your other capture_point_x's....

If youre using some other method than that you might wanna give it a try. Works flawlessly for me so far.
 

SaerisHawkeye

L1: Registered
Jan 17, 2008
22
0
it's hard for me to understand the problem here, but, in my experience with neutral CP's captureable by either team, each point needs a seperate index ID, starting with 0. a cp master entity should also be on the map denoting the sequence of id's that need to be capped in order for a win condition to be given. if you have say, 5 CP's and 1 master cp entity, the indexs should go 0 1 2 3 4, and in the master cp they should be entered in that order. as long as you don't specify any previously required points to cap, then, either team should be able to cap the CP's in any order until they have control of all 5, at which they will win the round. let me know if this helps
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
On another note, if you dont want the points to be in just a straight line, if you want them in a cross format (a la cp_science) then you seperate with commas to denote different levels.

So for example

<0,1 2 3,4>

will show the points with 0 at the top, the points 1 2 3 below that and 4 below them.
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
That I did know, but now I'm back to my original problem. All the caps show up, but they are locked in the index order I set. When standing on a locked one, get message 'need to own the previous pont', or something similar. I need to make it so that no matter who owns the point, they are never locked.
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Hmmm, could you replicate your problem in a small scale vmf file? Maybe we can look at it then. Like I said I have gotten it to work so I am not quite sure what problems you might be having. If you want I might be able to post a concept map that I made a while ago to test just that thing. I dont really have any place to host files though =/
 
G

Gonzales

I'm also making a map similar to this. I did exactly what Dr.Haphazard said in his second post. On each CP, set the "RED Previously Required Point 1" and "BLUE Previously Required Point 1" fields to the name of the point. Works alright for me. All points are open at all times.

(Screen)
 

SaerisHawkeye

L1: Registered
Jan 17, 2008
22
0
btw, if you have any of you points marked as Start Disabled: Yes, then they will be locked. make sure you don't have any of your points disabled at the start. I don't know if this may remedy the situation, but, if you add a CP in each team's base, set it initially disabled, and have those be the first and last points in your index order, then all points in between aught to be unlocked. moreso, you can set each of those points to require control of all the rest in order to be unlocked.

I'm just saying this because in my map, that's essentially how i handled it. I had 4 CP's, 2 initially owned by a team, red's being index 0, blue being index 3, set to start disabled. the middle two were indexes 2 and 3, weren't start disabled, and set to team: any. the master cp was set in the order 0 1 2 3. the previous required points to cap either middle point for both teams was set to the cp that was initially given to them.


so, say you want to have 5 capturable points on your map, create them in the order of Red middle1, middle 2, middle3, middle4, middle5, Blue ( 0,1 2 3 4,5 ). Set Red and Blue start disabled, place them off the visible area of the map so taht they cannot be captured. then using logic entities, once a team has captured all 5 middle points, they automatically gain control of the final point owned by the losing team. I'm fairly certain taht would work.