- Jan 2, 2010
- 4
- 0
Some of you may have played TFC, and those some of you may have played Murderball. I, like some others (I think), am trying to recreate that game mode.
With the addition of the KotH-style game type, I was hoping it would be very simple.
... Like most times, I was wrong.
For those of you who have no idea what I am talking about, I will explain Murderball.
Murderball was a custom game type in TFC where 4 teams vied for control over the murderball, which was placed in the center of the map. The longer your team held the murderball, the more points you would get. At the end of whatever time the server had the round time set to, the winning team was who had the most points because they held the ball the longest.
In TF2, I am attempting to recreate this by making a KotH variant. The objective will be simply to obtain the murderball (ie; the neutral intel) and hold it for 3 minutes. If you drop it, it will continue to count your team's timer down until the other team picks it up. First one to 3 minutes held wins the round.
Here is as far as I got:
item_teamflag entity:
OnPickupTeam1 -- tf_gamerules -- SetBlueTeamRespawnTime -- 4
OnPickupTeam1 -- tf_gamerules -- SetRedTeamRespawnTime -- 8
OnPickupTeam1 -- tf_gamerules -- SetRedKothClockActive
OnPickupTeam2 -- tf_gamerules -- SetBlueTeamRespawnTime -- 8
OnPickupTeam2 -- tf_gamerules -- SetRedTeamRespawnTime -- 4
OnPickupTeam2 -- tf_gamerules -- SetBlueKothClockActive
logic_auto entity:
OnMapSpawn -- tf_gamerules -- SetBlueTeamGoalString -- #koth_setup_goal
OnMapSpawn - tf_gamerules -- SetBlueTeamRespawnWaveTime -- 6
OnMapSpawn -- tf_gamerules -- SetRedTeamGoalString -- #koth_setup_goal
OnMapSpawn - tf_gamerules -- SetRedTeamRespawnWaveTime -- 6
and the tf_logic_koth entity.
From my understanding of how a normal intelligence works with the KotH game type, both teams attempt to capture a number of flags before the timer runs out.
My specific problem right now is that once the timer counts down to 0... nothing happens. No round win, no overtime mode, no sudden death (though I can't see why that would happen to begin with). I have attempted to add in triggers and filters like that of a Push or Neutral Intel game mode, and even CPI (Control Point Intel) with no luck, although I'm sure I'm doing it wrong in the first place.
If anyone has a solution, I'd love to hear it. As I've said in my introduction thread, I am a complete idiot when it comes to I/O's.
Thanks!
With the addition of the KotH-style game type, I was hoping it would be very simple.
... Like most times, I was wrong.
For those of you who have no idea what I am talking about, I will explain Murderball.
Murderball was a custom game type in TFC where 4 teams vied for control over the murderball, which was placed in the center of the map. The longer your team held the murderball, the more points you would get. At the end of whatever time the server had the round time set to, the winning team was who had the most points because they held the ball the longest.
In TF2, I am attempting to recreate this by making a KotH variant. The objective will be simply to obtain the murderball (ie; the neutral intel) and hold it for 3 minutes. If you drop it, it will continue to count your team's timer down until the other team picks it up. First one to 3 minutes held wins the round.
Here is as far as I got:
item_teamflag entity:
OnPickupTeam1 -- tf_gamerules -- SetBlueTeamRespawnTime -- 4
OnPickupTeam1 -- tf_gamerules -- SetRedTeamRespawnTime -- 8
OnPickupTeam1 -- tf_gamerules -- SetRedKothClockActive
OnPickupTeam2 -- tf_gamerules -- SetBlueTeamRespawnTime -- 8
OnPickupTeam2 -- tf_gamerules -- SetRedTeamRespawnTime -- 4
OnPickupTeam2 -- tf_gamerules -- SetBlueKothClockActive
logic_auto entity:
OnMapSpawn -- tf_gamerules -- SetBlueTeamGoalString -- #koth_setup_goal
OnMapSpawn - tf_gamerules -- SetBlueTeamRespawnWaveTime -- 6
OnMapSpawn -- tf_gamerules -- SetRedTeamGoalString -- #koth_setup_goal
OnMapSpawn - tf_gamerules -- SetRedTeamRespawnWaveTime -- 6
and the tf_logic_koth entity.
From my understanding of how a normal intelligence works with the KotH game type, both teams attempt to capture a number of flags before the timer runs out.
My specific problem right now is that once the timer counts down to 0... nothing happens. No round win, no overtime mode, no sudden death (though I can't see why that would happen to begin with). I have attempted to add in triggers and filters like that of a Push or Neutral Intel game mode, and even CPI (Control Point Intel) with no luck, although I'm sure I'm doing it wrong in the first place.
If anyone has a solution, I'd love to hear it. As I've said in my introduction thread, I am a complete idiot when it comes to I/O's.
Thanks!