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GravelPit type Problem [Archive] - TF2Maps.net Forums

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Arkosis
03-23-2008, 10:06 PM
I am in the middle of planning a new map and its going to be in the Gravelpit style layout. I want to not let BLU go into C until A and B are capped. I was thinking about using a Respawn Room visualizer but I'm not exactly sure of the commands of how to make it so that once both points are capped the visualizer goes away. any suggestions would be great!

Pseudo
03-23-2008, 10:54 PM
Have two logic_branch (http://developer.valvesoftware.com/wiki/Logic_branch), one for A and one for B. Both have an initialvalue of 0. For CP A, OnEndCap SetValue of logic_branch A to 1. Then send logic_branch B a Test input. CP B would be similar, OnEndCap SetValue logic_branch B to 1, then Test logic_branch A. Both logic_branches would have a OnTrue that Disable the func_respawnroomvisualizer.

So when a CP is capped, it tests to see if the other CP has already been capped and gets rid of the visualizers if has. This is how I would do it but there's likely several other methods.

Arkosis
03-23-2008, 11:31 PM
Seems interesting, I'll try it out, thanks!

MacNetron
03-24-2008, 05:50 AM
Pseudo's suggestion should work.

Alternative can be using a math_counter and have CP A add '1' and CP B add '2', then compare on '3' to do the things you want to do.