Using a flag to take a capture point?

Discussion in 'Mapping Questions & Discussion' started by DrHaphazard, Jan 19, 2008.

  1. DrHaphazard

    DrHaphazard L5: Dapper Member

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    Well here I am asking for the impossible again. As I have stated before I am looking into creating a canalzone remake. I have finished the most basic layout, will need a lot of pizazz to make it acceptable.

    Before I go on with the beautification campaign, however, I figure I should return to the nuts and bolts of how this gametype should work. For those who have never played cz2 for TFC heres how it goes:

    1. There's 5 cap points, all open at map start
    2. Each team has 3 flags in its base
    3. Cap points are taken by bringing a flag to them
    4. Every 30 seconds of holding a cap point awards 1 point
    5. Need x amount of points to win, or can win by capping all the points

    I am convinced that I can complete most of these objectives, although having 3 flags at once will require a lot of chicanery on my part to avoid having a flag runner pick up multiple flags.

    However, step 3 looks to be the sticking point. Doing a search of these forums I have seen previous threads which stated that this cannot be done. Is this still the general consensus?

    Is there anyway to capture a "team_control_point" without using a "func_capturezone"?

    If not, is there anyway to trick the system by having a flag capture trip the "func_capturezone" and thereby capture the "team_control_point"?

    Should I just resign myself to turning this into a standard capture_point map in which scouts will probably just run rampant?

    And finally, is it possible to email any of the valve people who work on TF2 and request either help with this problem or the possibility of changes in the future to make this gamestyle simpler to implement?

    Thanks for any help on this topic!
     
  2. greenridge

    greenridge Guest

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  3. DrHaphazard

    DrHaphazard L5: Dapper Member

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    Oh shit of course, forgot about that post.

    Hmm, I have never fiddled with VMF stuff before though so I am at an utter loss to understand what I am looking at. Suppose I need to go research that angle of things.

    EDIT: OOH so i just save as to the right folder and hammer will open it. Now i feel stupid.
     
    Last edited: Jan 19, 2008
  4. DrHaphazard

    DrHaphazard L5: Dapper Member

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    Ok so your tut map helped out a lot greenridge, just had to modify it slightly for my needs. Still not perfect, but I'm getting there. For my newer problem skip to the bottom :p

    So here's what I've done:

    1. Made a "team_control_point" named "point_1"

    2. Made 2 trigger boxes, turned them into "func_capturezone", named them "Red_zone_1" and "Blue_zone_1" and then overlapped them on top of the "team_control_point"

    3. Made 2 "logic_relay"s and named them "Red_cap_1" and "Blue_cap_1"
    3.a. Set output for each "func_capturezone" to trigger their respective "logic_relay"
    3.b. Set output for each "logic_relay" when triggered to SetOwner on "point_1" with the paramater set to 2 for "Red_cap_1" and 3 for "Blue_cap_1"

    Greenridge's map helped me understand that the paramater is what tells the SetOwner command what team to actually set. Why 2=red and 3=blue I cant begin to guess, but who really cares.

    Obviously I made a flag for each team (made them Attack/Defend playstyle) and a "team_control_point_master" as well. So that all works. Each point can be capped, each point shows up on on the HUD, and when both are capped (oh yeah I made a second point, changing the _1 to _2) then the capping team wins the round. So far so good.

    -Problem-

    My only concern is that on the HUD both points have the locked symbol, and the locked symbol persists even when the color changes for a cap. Both points are cappable despite this. Can anyone explain why that might be?

    I have tried both leaving the "Previously required point" blank and putting its own name in that slot.
     
  5. Haas

    Haas Guest

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    lol i replied on the steam forum.
    If you dont want to have it locked you could try seting the locked symobol to a empty texture.
     
  6. DrHaphazard

    DrHaphazard L5: Dapper Member

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    Heh yeah i noticed your steam post. Yeah so will it work like that? I was planning to do custom symbols anyways since the actual map will have points 1-5 and i wanted to label them as such. I was assuming that this lock symbol was automatic and would be placed over any other symbols.

    Oh and I have tried making a hidden point for both sides that each points has as its "Previously Required Point" but that doesnt get rid of the locked thing. It also seems to crash my TF2!
     
    Last edited: Jan 19, 2008
  7. necro

    necro L3: Member

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    This is prolly a dead thread, but for anyone else who stumbles on to it, I think I found an easy fix for the locked symbol in the hud. Apparently if you leave a trigger_capture_area associated to the cp, the lock symbol doesnt show up. Just put the trigger in an inaccessible part of the map, and it shouldnt cause a problem. Course, I have yet to playtest my map.