View Full Version : CP neutral mode and Door questions

07-25-2009, 09:46 PM
Hi community, maybe you can help!

Okay, so the jist of my map is this. The map is split into 3 parts. Red, Neutral, and Blu.

How the map works is Red and Blu have 2 CP's each at either end of the map. In the center is a Neutral zone that is locked up, unable to be gotten to.

What I am trying to do is this.

to get to the center point, each team must cap the opposing team's 2 CP's to open doors to get to the center neutral point.

Once a enemy Cp is capped, it cannot be recapped.

The problems I am having are A: I do not know how to tie doors to the CP's...

and B: Is it possible to set the default team CP's to be capped prior to the neutral zone?

If not, is it possible to make it so each team must control ALL CP's before they can cap a Neutral Zone?

07-25-2009, 10:39 PM
Using a couple of math and logic entites, you can achieve this, if there is an output on capture. Try adding a math_counter for each team, then when the counter reaches 2 for the team performing the capturing, trigger the doors.

However, this seems really imbalanced - how is the other team going to stop the capture of the middle point if they themselves do not have the opposing two points?