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Adding Capture Points Difficulty: Beginner |
| Category: TF2 > Mapping | Author(s): teh_m@ntis |

This is the first tutorial I've written so I apologise if it's a bit crap:P
In this tutorial I'll be explaining how add working control points for your Team Fortress 2 map.
Step 1:
First we need the control point itself. So open up your map in hammer and decide where you want a CP (capture point). I wil refer to capture points as CP from now on.
When you've decided where you want it, click on the entity tool and select prop_dynamic then click on the map in the textured window where you want the CP. Press alt+enter to bring up the Object Properties Window. Click on the "world model" option then click "Browse" on the right.
In the model browser window (fig.1), in the field called "Filter" type cap_point_base then click OK.
Step 2:
Now you have the CP base we now need the CP hologram. Select the entity tool again and select team_control_point and place it in the middle of your CP base. Press alt+enter to bring the object properties window (fig.2) and name it capture_point_1.
Click on where it says "Print Name" and change it to whatever you want, this is what will appear in the top right of the screen when someone captures the point in game. Leave everything else for now.
Step 3:
Next we need the capture area, which is the area people have to be inside of to be able to capture the point. Select the Block tool make a box the size of the CP base and just higher than player height with the "Trigger" texture.
Once made select it and press ctrl+T to bring up the object properties window (fig.3) and select trigger_capture_area in the drop down menu under "Class". Name it capture_area_1.
Make sure that where it says Control point, it has the name of the CP its for, if not then that CP will be locked in game and useless.
Step 4:
Now 1 control point isnt enough for a good map, so add some more. 3 is good for a fairly small map, 5 is probably the most you should put in. But if you want to put in more, feel free.
Make 2 more CPs called CP_2 and 3 and give them capture areas. It's a good idea to give both teams 1 CP so killing starts sooner.
To do this select the CP you want to give to either team and press alt+enter to bring up the object properties window (fig.4) and choose the "Default Owner" option, and in the drop down menu on the right and select Red for CP 1, and Blue for CP 3. Leave CP 2 as neither.
Step 5:
If you were to play the map now, only the CP thats belongs to your team will be unlocked.
To be able to capture other CPs select capture_point_2, press alt+enter to bring up the object properties window and for the option "RED previous required point 1" select CP_1 in the drop down menu on the right, and for "BLUE previous required point 1" select CP_3 and Leave the rest blank. These are the point that each team MUST control to be able to capture this point.
Now select CP 3 and press alt+enter to bring up the object properties window and for "RED previous required 1" select CP_1, for "RED previous required 2" select CP_2.
Do pretty much the same for CP_1
but leave RED required points blank and change BLUE previous required points 1 & 2 and select CP_3 and CP_2. If you have more than 3 CPs you should be able to figure out the rest.
Step 6:
There is only one thing left to do before your CPs work. Select the entity tool and select team_control_point_master and place it anywhere on the map. For some reason I always pace it at the top of the skybox but it doesn't really matter.
Compile the map to make sure you've done everything correctly, if you have, you will be able to capture CPs. if not, check your CPs and refer to this guide if necessary.
Now we're done. Enjoy killing each other over random bits of land.
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| Added: 1 year ago | Tags: mapping |
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