Talk:Team control point

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Revision as of 19:58, 5 March 2010 by MLSTRM (talk | contribs) (Number of Players to Cap Wont Work)

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Control Point Capping Progress

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)


8 CP limit per map?

I heard someone say something about only having a maximum of 8 CP's per map, I can't find anything about this on the wiki. Is this true? I havn't tested it myself, the most I have in a map is 8. --Spacemonkey 15:55, 18 Jul 2008 (PDT)

Yes I've hit a limit on my map when I've run over 8. I think they need to up their limits for certain maps. I think you can pretty much do everything that a CP does with the proper set of entities. At least I know I'm going to make this payload map using tf_gamerules and ambient_generic. Not sure if you'll run into issues with CP maps, but I think you can get around it by enabling/disabling relays after a point has been captured. --Molaughlen 19:44, 23 Jul 2008 (PDT)
Um, except the watcher won't know where to place the control point :( I basically have to ignore the last point, but the trail will be drawn (so the team knows there's more to go before they win). --Molaughlen 20:09, 23 Jul 2008 (PDT)
Are you using 8 in a single round, or just 8 in total? Because you can use the same CP's for multiple rounds. For example, you could just have 3 Cp's, then just use those same 3 CP's for as many rounds as you want. And just place a prop_dynamic where the CP is meant to be. --Spacemonkey 20:20, 1 Aug 2008 (PDT)


Number of Players to Cap Wont Work

For some reason my set number of players to cap wont work. I have it set to three, but I am able to cap with on. Anyone know if there is another entity that controls this/know a way for me to fix this problem? --PsychoLamb 012:02, 04 March 2010 (EST)

That number means how many players it needs to go at the normal rate of capping. so if it is 3, 1 will cap at 1/3 speed. Simple! MLSTRM 19:58, 5 March 2010 (UTC)