Talk:Team control point: Difference between revisions
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Anybody have any ideas on how to reset the "progress" when a team is capping a node? I have a map where nodes are capped in a one-way manner (only one team can cap the neutral node) and I've noticed that this prevents the opposite team from "blocking" the node to prevent capture. Anyone have any ideas for a workaround? --[[User:Hovis|Hovis]] 09:56, 31 Jan 2008 (PST) | Anybody have any ideas on how to reset the "progress" when a team is capping a node? I have a map where nodes are capped in a one-way manner (only one team can cap the neutral node) and I've noticed that this prevents the opposite team from "blocking" the node to prevent capture. Anyone have any ideas for a workaround? --[[User:Hovis|Hovis]] 09:56, 31 Jan 2008 (PST) | ||
:Try using a trigger_multiple with a filter set to the team that has to block capture, and have it output OnStartTouch Disable and OnEndtouch Enable to the cap node. [[User:Solokiller|Solokiller]] 10:19, 31 Jan 2008 (PST) | :Try using a trigger_multiple with a filter set to the team that has to block capture, and have it output OnStartTouch Disable and OnEndtouch Enable to the cap node. [[User:Solokiller|Solokiller]] 10:19, 31 Jan 2008 (PST) | ||
::Isn't that how the CP normally work on maps like gravelpit and dustbowl? Therefore you don't need a workaround or use trigger_multiple, just set it up how those maps do it. --[[User:Spacemonkey|Spacemonkey]] 15:52, 18 Jul 2008 (PDT) |
Revision as of 15:52, 18 July 2008
Anybody have any ideas on how to reset the "progress" when a team is capping a node? I have a map where nodes are capped in a one-way manner (only one team can cap the neutral node) and I've noticed that this prevents the opposite team from "blocking" the node to prevent capture. Anyone have any ideas for a workaround? --Hovis 09:56, 31 Jan 2008 (PST)
- Try using a trigger_multiple with a filter set to the team that has to block capture, and have it output OnStartTouch Disable and OnEndtouch Enable to the cap node. Solokiller 10:19, 31 Jan 2008 (PST)
- Isn't that how the CP normally work on maps like gravelpit and dustbowl? Therefore you don't need a workaround or use trigger_multiple, just set it up how those maps do it. --Spacemonkey 15:52, 18 Jul 2008 (PDT)