Finally figured out the logic behind getting the control points to have elements while mixing it with the player destruction logic to still have an active score display, after remaking all of the old gamelogic from the ground up as somehow I managed to make the map crash on any team win with the old logic>?>>????
Also apologies for the last version ! Turns out decreasing the respawnwaves massively unsurprisingly makes a cap like this, next to impossible to achieve haha (even with the decreased capture time compared to a1). Whoops. My bad.
Anyway that's my rambling here's the actual patchnotes:
-Reworked the logic from the ground up, now the hud will display both the score of both teams & the capture point hud elements for capture progress.
-Paired a dispenser entity to the flag.
-Made respawnwaves longer again and they now adjust based on which team has the flag. (So now it's actually possible to cap. (hopefully.))
-Redesigned team spawns to be more open upon leaving, & to move the exits further from the point itself.
-(Tried.) To improve the bell capping sound relays so it hopefully sounds a bit better now.
-Made flag spawn timers after captures shorter (from 40 seconds to 30 seconds)
-Also added a timer to the flag respawning after having despawned, either from being reset by the deathpits or by being left by players for too long. (30 seconds again, previously didn't have a timer.)
-Centered the fort's entrance.
-Made the braziers by the mid-dropdowns have larger triggers when it comes to lighting huntsman arrows. Seemingly being at 45 degrees made them extremely hard to use.
-Added a new flag sound for the flag despawning.
-Changed the time to cap from 3 seconds to 2.