Control Points

A Tutorial for Day of Defeat: Source

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I read a few tutorials on this website about how to add control points. As a beginner some are poorly worded and displayed. This is our 2017 version of how to add control points.

1.) To begin, open the map you wish to add control points to. Select your Entity Tool and add "dod_control_point_master" anywhere inside your map. This entity will not be physically visible in-game however you do need this entity. This entity controls and checks the status of the control points on the map to determine a winner. (refer to images below)



2.) Select your Entity Tool and add "dod_control_point" to your map. This entity is usually represented visually by a flag (but is not required). It represents a capturable location within the map. Place this entity in the location where you want the physical flag to appear in-game. (refer to images below)


3.) Select your Selection Tool and double click on your flag in the camera view, this will open the object properties window. In the object properties window you will see property names and values. For this tutorial we will use the following properties; Name, LOCALIZED name to print on the hud, and Index of this point ( unique ). (refer to image below)


4.) To setup our flag we will modify the default values of the three properties we mentioned. The "Name" property is the name of your flag while being used in Hammer World Editor. The "LOCALIZED name to print on the hud" is the name of the control point as it will be shown to you in-game. The "Index of this point ( unique )" is the placement of the control point on your HUD (these points can be a number between 1-8. Number 1 will be the first displayed on the left and number 8 will be the last displayed on the right). (refer to image below)


5.) Select the Toggle Texture Application tool. When you are presented with the Face Edit Sheet window, select "Browse". At the bottom of the Textures window there will be a form called "Filter" in this form type "trigger". Double click on the texture named "tools/toolstrigger". (refer to images below)





6.) With your proper Trigger texture selected, select the Block Tool. Make a block around your flag, this will be the actual capture area of your control point. When a player steps inside this trigger block, they will begin capturing this control point (this texture is not visible in-game) (refer to image below)


7.) With your trigger-textured block selected, press Ctrl+T (this will tie this block to an entity). When you press Ctrl+T you will be presented with the Object Properties window. You will see a form named "Class" the default value for this form will be set to "func_detail", browse up to make this value "dod_capture_area". After you select "dod_capture area", select "Apply". (refer to image below)


8.) After you select Apply, you will see several property names and a values. Most of these values are self-explanatory, however if you want to know more click here. We will be altering only Name and Name of the control point this area is linked to. The "Name" is the name of this trigger-textured block inside the Hammer World Editor. The "Name of the control point this area is linked to" is the name of the flag (dod_control_point) that we named earlier. In our case, the fields will be filled out as you see in the image below.


Congratulations! 


If you wish to add multiple flags, simply modify the value of the Index of this point ( unique ) in step 4 (remember, the control points displayed on the HUD are placed from left-to-right. 1 being far left, up to 8 being far right).

105th Inc.
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