Truly Disabling Capture Points

Discussion in 'Mapping Questions & Discussion' started by Charron, Jul 27, 2009.

  1. Charron

    Charron L1: Registered

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    So I'm working on a randomness-based map. I've got 8 Capture Points, only 3 of which are supposed to actually be active each round.

    The selection logic is fine. I can even destroy the triggers, the bases, and the capture point holograms. But... the capture_point_master still thinks the points exist. They show up on the HUD and need to be captured to proceed (even though they can't, by virtue of not existing). Kill and Disable were both tried as inputs, neither worked. Any ideas? Is there a way to go in the opposite direction, having them disabled by default then creating them randomly?
     
  2. jpr

    aa jpr

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    You must have a capture_point_master for each different round, like in tc
     
  3. Charron

    Charron L1: Registered

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    I'm creating a one-round a/d CP map, not TC. (Sorry for not stating that.) Should I still be looking at the TC logic though?
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Control points can not be altered at run time. You cannot add or remove them. You'll need to come up with some other solution to your problem.
     
  5. UKCS-Alias

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

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    The TC system does work for it, simply dont add an overview and you will get such round based effect where 3 cps are active in. Still, youll have to make 1 team_control_point_round for each situation. This means you are forced to make alot of them.
     
  6. jpr

    aa jpr

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    Yep, 56 of them to be exact