TC Respawnroom Vis Problems

Discussion in 'Mapping Questions & Discussion' started by geegor102, Aug 10, 2019.

  1. geegor102

    geegor102 L3: Member

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    As is evident by the title, I am making a TC map, I used the ABS prefab for it.

    I am having issues concerning the respawn rooms breaking without editing them, they are non-solid and appear for both teams.

    I have tried repasting, which works for a while but breaks quickly.

    I don't really know where to look for help concerning TC as it is such an outdated gamemode.

    would it be worth using logic_autos to set teams of func_respawnrooms on map start, and changing them oncap if the normal logic does not work?
     
  2. NoderNaeta

    NoderNaeta L2: Junior Member

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    Set your team_control_point to have the output OnCapTeam1 "func_respawnroom" "SetTeam" "2" for RED team. OnCapTeam2 "func_respawnroom" "SetTeam" "3" for BLU team.
    When the game starts your control point's default owner will cap, thus sending this output.
    This automatically sets your respawn rooms to have the correct team assigned per territory.
    Here it is in Hammer & TF2, visualizers behave as expected for both sides and are solid to enemies of the territory owner.
    tc_respawnvisualizer1.png tc_respawnvisualizer2.jpg
     
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  3. geegor102

    geegor102 L3: Member

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    Doesnt work for me, sorry. the same issue persists
     
  4. NoderNaeta

    NoderNaeta L2: Junior Member

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    Odd. I shared this same visualizer bug after building all 6 territories on a test map, except it only happens with one point despite sharing the same logic as every other one.
    Because all points can intersect in I/O logic for TC, it's easy to accidentally set the wrong teams. Regardless, you can use the same band-aid I used:

    Just set your team_control_point to have the output as "OnRoundStartOwnedByTeam1, func_respawnroom, SetTeam, 1" for RED and replace with Team2 for BLU.

    I tested ingame through a bunch of territories testing the visualizers and everything worked as expected. You probably heard this before, but do prepare yourself that TC maps take much more entity work than something like KoTH or Arena, even using the ABS prefab. Make sure nothing else is interfering and double check your work before taking shortcuts.
    tc_visfix.jpg
     
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  5. geegor102

    geegor102 L3: Member

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    wow! thank you so much!
    where did you find the documentation on this?
     
  6. NoderNaeta

    NoderNaeta L2: Junior Member

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    Pretty helpful to have this site bookmarked: https://developer.valvesoftware.com/wiki/TF2/Territorial_Control.
    I just noticed googling a tutorial for TC only brings this up, maybe someone will get around to that after 10 years.
    So if you're following that, I'd recommend only building 2 opposing territories at first to understand the logic.
    Then when you get comfortable & fix any bugs, add a third, then a fourth, and then the 2 bases.