Problem with unfinished 3CP, BLU instantly wins

Discussion in 'Mapping Questions & Discussion' started by Taxouck, Jan 20, 2016.

  1. Taxouck

    Taxouck L1: Registered

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    So. Firstly, I am genuinely sorry if there's some forum etiquette I'm infringing with that post. I barely created this account after having encountered a problem in my very first mapping project, so I really am not at all familiar with how it works around here.
    Secondly, my only mapping "experience", besides, well, currently trying to create a map, is having watched UEAKCrash's yet to be finished tutorial. So it's probably some dumb problem with a super easy fix that hundreds of previous beginners have fallen prey to that might or might not annoy you to have to explain for the gaggillionth time. Sorry again about that.
    Right now, I am, as the title explains quite accurately, in a bit of a deadend, as I am trying to create a powerhouse-style map. I have set up three capture points (trigger zone + team_control_point + prop_dynamic, as well as a team_control_point_master), each with their own name, group index and index. Problem is, when I run the map, after the "hidden starting timer" as I call it, that releases players from immobility ends, BLU instantly wins the round, despite there having a neutral and a red controlled CP at the start of the round. Yeah. That's it. I dunno what the origin of the problem is.
    Included with that post is the more-than-barebones map I'm encountering the problem with. You'll see the CP unlock logic isn't even finished, but that's not what causes this problem now, is it? I just can't really realistically keep on mapping with that game-breaking bug preventing me from freely observing how the logic of my map works... So, yeah. Basically, I need an explanation on what could be causing this on how to fix it, that'd be super awesome of you. Thanks.
     

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  2. Turnip

    aa Turnip The 80s Vegetable

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    Hello, Welcome to the right place.
    Have you installed ABS TF2 Mapping Rescorce Pack? It contains a VMF with every official gamemodes logic.
     
  3. Taxouck

    Taxouck L1: Registered

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    Sure did - Didn't use it though. I'll give it a quick glance and see what differs from what I tried to blindly replicate. Thanks for the small yet very valuable advice!
     
  4. Taxouck

    Taxouck L1: Registered

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    Eh eh... Remember when I said each point had its own group index?
    That was the problem. Set them all to 0, each cp now properly works, no instant victory for the BLUs anymore. I suppose, with my newly gained knowledge, that group indexes are meant for multi-parts maps a la Dustbowl?
    Anyway, thank you very much again. I suppose I shall create new threads if other problems arise. See ya around.
     
  5. radarhead

    aa radarhead Level 20 "Mapper"

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    Yes, group indexes are meant to set groups of points for multi-stage maps!

    Oh, and welcome to the site!