Help with logics behind new gametype

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maddios

L1: Registered
Mar 15, 2010
2
0
So basically I'm trying to create a map based on the gametype of World of Warcraft's Arathi Basin. I don't much like WoW, just like the idea behind that specific battleground.

If you're unfamiliar with the game, basically:

There are 5 control points on the map, all starting out as neutral. Players aim to capture the points for their team. Every few sec, a score is added to the team based on the number of points they are currently holding. Once a team reaches a certain score, they win and the round ends.

Now I've got the design of the map all mostly down, but I need help with the logic behind it.

How exactly would I go about doing this?

I've thought about making the game_score entity, as would probably be required, and with a timer, have each control point tell the game_score to add the score.
My concern is if the game_score will recognize the teams and add appropriately.
Also what will happen when the points are neutral?

Another problem I face is the fact that if one team takes over all the cp's, the game will declare them the winner automatically, something I don't want.
To counter this, I've thought about adding an unreachable extra cp someplace in the map, that way it's impossible to capture "all" the cp's, and then use the control_point_master entity to not include it in the HUD. I sort of answered my self on this one, but I'd like a second opinion on if this would work.

Another problem is getting the score to appear on screen from the game_score at all times, and have it updated every few sec. I've seen it done, I know it's possible...I just don't know how.

Last problem I face is to help the game determine when a team won by reaching that final score. I really have no idea how to make this happen either. What if the score goes over the winning point?

This is a neat project I've been working on for a while, and help would be greatly appreciated. :blushing:
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
I don't know how getting the score to show consistently on the HUD would work, but for any logic with the points, I would use a logic_case, and a math_counter for each team, and a logic_timer per team per control point. When one team owns the CP, the timer for the team for that CP is activated, and every few seconds it adds a few points to the math_counter for that team. The math_counter outputs its value to the team's logic_case with the output outvalue and the logic_case would determine if the team had enough points to win

unless I'm forgetting something, that should work perfectly as I used it once a while ago. However, I have no idea how to get that to show neatly on the HUD, and you might need to use a different method to do that