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[TF2] Capture Toggle (0.0.3, 2011-01-27)


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Swixel
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Join Date: Jul 2010
Location: Sydney, Australia
Old 05-17-2012 , 15:38   Re: [TF2] Capture Toggle (0.0.3, 2011-01-27)
Reply With Quote #21

Quote:
Originally Posted by FudgePoly View Post
Any way to automatically disable all captures on round start and re-enable them after X seconds? Could a CVars be added for that?
For example: new round starts on a double CP map, but you can't capture anything. After 5 minutes the control points are enabled, and one team wins. The next round starts and the control points are once again disabled for 5 minutes, rinse and repeat.
I thought I'd replied to that. Anyway, it's possible, but I'm keeping this as trivial as possible so it "just works" for "DM" servers. You can easily modify it for things like that ...

Quote:
Originally Posted by Sreaper View Post
Is it possible to also hide the hud that comes with having capture points server-side?
The majority of HUD things are entirely client side, so not to my knowledge, and certainly not with just Pawn.
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Powerlord
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Old 05-17-2012 , 15:40   Re: [TF2] Capture Toggle (0.0.3, 2011-01-27)
Reply With Quote #22

Is it possible to disable koth control points and stop both timers? I know this is possible to do in a map (koth_viaduct_event does it when Monoculus spawns), but I was wondering if a plugin could do it, too.
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Last edited by Powerlord; 05-17-2012 at 15:40.
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Swixel
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Old 05-17-2012 , 15:42   Re: [TF2] Capture Toggle (0.0.3, 2011-01-27)
Reply With Quote #23

All this plugin does is disables all control points, so there's no reason it wouldn't work on other maps which use the same point types, which KOTH should be.
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Powerlord
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Old 05-17-2012 , 15:51   Re: [TF2] Capture Toggle (0.0.3, 2011-01-27)
Reply With Quote #24

Quote:
Originally Posted by Swixel View Post
All this plugin does is disables all control points, so there's no reason it wouldn't work on other maps which use the same point types, which KOTH should be.
The problem is more with stopping the clocks than disabling the point.
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Swixel
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Old 05-17-2012 , 15:52   Re: [TF2] Capture Toggle (0.0.3, 2011-01-27)
Reply With Quote #25

Oh, right, missed that part. No, the timer isn't part of what I was trying to do here. It's nasty to access with C++ and unless there've been changes to the SDKTools I doubt it'd be easy to get it going in a Pawn plugin.

I recall DarthNinja wrote something hacky in Pawn to handle time ... it might be worth looking into if you need it. Otherwise you're looking at C based manipulation.
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Last edited by Swixel; 05-17-2012 at 15:52.
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Powerlord
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Old 05-17-2012 , 16:07   Re: [TF2] Capture Toggle (0.0.3, 2011-01-27)
Reply With Quote #26

Quote:
Originally Posted by Swixel View Post
Oh, right, missed that part. No, the timer isn't part of what I was trying to do here. It's nasty to access with C++ and unless there've been changes to the SDKTools I doubt it'd be easy to get it going in a Pawn plugin.

I recall DarthNinja wrote something hacky in Pawn to handle time ... it might be worth looking into if you need it. Otherwise you're looking at C based manipulation.
Chances are there's a koth_logic entity or proxy somewhere, but I'm not aware if it can be manipulated.
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Swixel
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Old 05-17-2012 , 16:16   Re: [TF2] Capture Toggle (0.0.3, 2011-01-27)
Reply With Quote #27

Map logic entities aren't accessible to Pawn, no ... they're compiled into the map if I remember correctly. Using C++ you can grab timers and manipulate them. The only way around it would be if Valve decided to break the norm and use an entity which doesn't get compiled -- highly unlikely. I think someone (probably bl4nk) wrote some time manipulation stuff, but it won't stop the timer, just add to it. Otherwise it might be a request to add map time mainpulation to the SDK or request someone make it, at least ...
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C0nw0nk
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Join Date: May 2011
Location: United Kingdom
Old 05-24-2012 , 12:41   Re: [TF2] Capture Toggle (0.0.3, 2011-01-27)
Reply With Quote #28

Thanks for this but it does not want to work with the map known as achievement_idle is there a way you can unlock all locked capture/control points and make them capable.
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DarthNinja
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Join Date: Mar 2009
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Old 06-09-2012 , 03:44   Re: [TF2] Capture Toggle (0.0.3, 2011-01-27)
Reply With Quote #29

Here's a really quick edit that logs the admin who disabled/enabled the objective
Attached Files
File Type: sp Get Plugin or Get Source (swBlockCap.sp - 525 views - 3.3 KB)
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Peterpants
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Join Date: Jan 2009
Old 04-10-2013 , 11:23   Re: [TF2] Capture Toggle (0.0.3, 2011-01-27)
Reply With Quote #30

This isn't working on payload maps. (Or more specifically, payloadrace maps, like plr_hightower)

Reproduceable bug:

1. join team
2. issue sm_cap_disable
3. verify cannot put cart.
4. go to spectator
5. rejoin team
6. now able to push cart

I would need something that re-triggers sm_cap_disable at the beginning of any round.
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