team_control_points being locked despite Hammer saying they aren't?

Discussion in 'Mapping Questions & Discussion' started by Ctrl Alt Defeat, Jul 30, 2014.

  1. Ctrl Alt Defeat

    Ctrl Alt Defeat L1: Registered

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    So, I've been working on a pyramid style Attack/Defend map (Like gravelpit), but with 4 points. They're all layed out, but when the setup ends, only one of the points is unlocked. When BLU caps it, they automatically win. However, I want the first 3 to be unlocked automatically.

    At the second cap, I have:

    trigger_capture area
    Name: cap_second_area
    Start Disabled: No
    Control Point: cap_second_point

    team_control_point
    Name: cap_second_point
    Start Disabled: No
    Group Index: 1
    Default Owner: Red
    Index: 1
    Rest is default

    The other one follows this the same.

    On the team_control_point_master
    Name: master
    Cap Layout: 3,0 1 2
    Restrict Team from Winning: Red


    The first point is Index/Group Index 0.

    I'm not sure what the issue is. I feel like it'd be an issue with the Index, but I'm not sure. I can provide more information if needed.
     
  2. YM

    aa YM LVL100 YM

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  3. Sergis

    aa Sergis L666: ])oo]v[

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    i cant remember any use for group index apart from plr maps

    try leaving it alone
     
  4. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    I think he forgot to set the control points to have itself as previous control point. That is normaly a reason why they remain locked.
     
  5. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Group index would be the problem. That is for segregating CPs into individual victory conditions within one round. They should always match each other unless you want a victory without owning all active CPs.
     
  6. YM

    aa YM LVL100 YM

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    What does that even mean boojum? When would you want that to be the case?
     
  7. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    As Sergis mentioned, the only official usage is PLR. Multiple active CPs per round, but you want them separate from each other.
    Other than that, my belief is that they were an early implementation of round mechanics before they added the t_c_p_round entity for more control and probably to make the hud less cluttered.
     
  8. henke37

    aa henke37

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    Is this linked to the limit of only 8 cps per round?
     
  9. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    If i remember it correctly, having 9 or more CP's just crashes ingame.
     
  10. henke37

    aa henke37

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    No, I think that the game has the entities commit suicide and log a note in the console.
     
  11. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Having CPs with duplicate indices causes the later ones to fail and the console mentions it. Unless they changed it, greater than 8 simply crashes.