TF2/Setting the cap point layout: Difference between revisions
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== Setting the Cap Point Layout == | == Setting the Cap Point Layout == | ||
The cap layout value in the [[team_control_point_master]] entity does not change anything except the layout of the control points on the HUD. For the three cap layout examples below, assume the [[team_control_point]] entities in your map had these index settings: | |||
:{| | |||
For | |width="50%" | | ||
0 = Red's Final Control Point | 0 = Red's Final Control Point | ||
1 = Neutral Center Control Point | 1 = Neutral Center Control Point | ||
2 = Blue's Final Control Point | 2 = Blue's Final Control Point | ||
| | |||
|} | |||
[[image:tf2_cpl_guide_01.gif|right]] | |||
*By leaving the cap layout box blank, the control points will be laid out on the HUD in a line from left to right by order of their assigned index values from least to greatest. With a blank cap layout the HUD would be look like this in-game | |||
{{clr}} | |||
{| | [[image:tf2_cpl_guide_02.gif|right]] | ||
*You can rearrange the order in the HUD by simply by altering then index values in the caplayout box. | |||
:{| | |||
| Using: | | Using: | ||
| | | | ||
Line 27: | Line 30: | ||
| for your caplayout box would give you this instead of the above: | | for your caplayout box would give you this instead of the above: | ||
|} | |} | ||
{{clr}} | |||
[[image:tf2_cpl_guide_03.gif|right]] | |||
*The control points can also be arranged with a vertical layout in the HUD by separating the index values with commas; all values to the right of the comma would lie underneath the values to the left of the comma. | |||
{| | :{| | ||
| Something like | | Something like | ||
| | | | ||
Line 38: | Line 41: | ||
| would give you this in-game: | | would give you this in-game: | ||
|} | |} | ||
{{clr}} | |||
{| Border="1" | == More examples == | ||
:{| Border="1" | |||
! Caplayout setting | ! Caplayout setting | ||
! In-game appearence | ! In-game appearence |
Revision as of 21:14, 28 October 2008
From the Hammer editor: Cap Layout, A string that tells the HUD how to lay out the cap points. It should be a string with indexes of cap points seperated by commas to denote a new line. So <2,0 1> would create a pyramid, with cap point 2 on the top and cap points 0 & 1 on the bottom.

Setting the Cap Point Layout
The cap layout value in the team_control_point_master entity does not change anything except the layout of the control points on the HUD. For the three cap layout examples below, assume the team_control_point entities in your map had these index settings:
0 = Red's Final Control Point 1 = Neutral Center Control Point 2 = Blue's Final Control Point
- By leaving the cap layout box blank, the control points will be laid out on the HUD in a line from left to right by order of their assigned index values from least to greatest. With a blank cap layout the HUD would be look like this in-game
- You can rearrange the order in the HUD by simply by altering then index values in the caplayout box.
Using: 2 0 1
for your caplayout box would give you this instead of the above:
- The control points can also be arranged with a vertical layout in the HUD by separating the index values with commas; all values to the right of the comma would lie underneath the values to the left of the comma.
Something like 0,1,2
would give you this in-game: