TF2/Setting the cap point layout: Difference between revisions

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[[Image:tf2_cpl_guide_00.png]]
[[Image:tf2_cpl_guide_00.png]]


'''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 separated 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.
'''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 separated 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.


{{Note|Do not include the "<" and ">" characters in the cap layout box, they are only listed above to mark off the beginning and end of the index string.}}
{{Note|Do not include the "<" and ">" characters in the cap layout box, they are only listed above to mark off the beginning and end of the index string.}}
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<blockquote style="background: white; border: 1px solid rgb(153, 153, 153); padding: 1em;">
<blockquote style="background: white; border: 1px solid rgb(153, 153, 153); padding: 1em;">
For the three cap layout examples below, assume the [[team_control_point]] entities in your map had these index settings:  
For the three cap layout examples below, assume your dealing with a three control point map with the [[team_control_point]] entities having these index settings:  


<pre>
<pre>
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[[image:tf2_cpl_guide_01.gif|right]]
[[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
*The cap layout box is blank by default, by leaving it blank, the control points will be laid out on the HUD in a line from left to right, least to greatest, by order of their assigned index values. With a blank cap layout the HUD would look like this in-game
|}
|}
</blockquote>
</blockquote>
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[[image:tf2_cpl_guide_02.gif|right]]
[[image:tf2_cpl_guide_02.gif|right]]
*You can rearrange the order in the HUD by simply by altering then index values in the cap layout box.
*You can rearrange the order of the control points in the HUD by altering the order of their index values in the cap layout box <!--temporary crappy (but working) layout fix ahead..--> &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;
:{|
:{|
| Using:
| Using:
|
|
  2 0 1
  2 0 1
| for your cap layout box would give you this instead of the above:
| for your cap layout would give you this instead of the above:
|}
|}
|}
|}
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[[image:tf2_cpl_guide_03.gif|right]]
[[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.
*The control points can also be arranged in a vertical layout on 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
| If we had
|
|
  0,1,2
  0,1,2
| would give you this in-game:
| for the cap layout, we would give you this in-game:
|}
|}
|}
|}

Revision as of 18:38, 29 October 2008

Tf2 cpl guide 00.png

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 separated 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.

Note.pngNote:Do not include the "<" and ">" characters in the cap layout box, they are only listed above to mark off the beginning and end of the index string.

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.

General guidelines

For the three cap layout examples below, assume your dealing with a three control point map with the team_control_point entities having these index settings:

 0 = Red's Final Control Point
 1 = Neutral Center Control Point
 2 = Blue's Final Control Point
Tf2 cpl guide 01.gif
  • The cap layout box is blank by default, by leaving it blank, the control points will be laid out on the HUD in a line from left to right, least to greatest, by order of their assigned index values. With a blank cap layout the HUD would look like this in-game
Tf2 cpl guide 02.gif
  • You can rearrange the order of the control points in the HUD by altering the order of their index values in the cap layout box                                                                
Using:

2 0 1

for your cap layout would give you this instead of the above:
Tf2 cpl guide 03.gif
  • The control points can also be arranged in a vertical layout on 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.
If we had

0,1,2

for the cap layout, we would give you this in-game:

More examples

  Cap layout setting   In-game appearance
0 2,1

Tf2 cpl guide 04.gif

1 3,0 2 4

Tf2 cpl guide 05.gif

2,0 1 3 4

Tf2 cpl guide 06.gif

0 1,2,3 4

Tf2 cpl guide 07.gif

0,1 2 3,4

Tf2 cpl guide 08.gif