tf_logic_cp_timer issue

phi

aa
Nov 6, 2011
832
1,815
So.

I'm making a special CP gametype prefab. I'm not specifying what it is because it's not finished. It is a type of A/D mode, and the first point to cap uses tf_logic_cp_timer which gives it a time limit before it locks and moves on to the next point. Don't bug me about the gamemode because it's just for fun.

My issue is: the timer on the HUD won't turn off when someone caps the point and the next point unlocks, it exits the HUD fine when it runs out though.

I tried using "OnCapTeam2 > cap_a_timer (the tf_logic_cp_timer) > Kill" , but it doesn't work. Even if the point is capped the timer keeps on counting down. When it reaches the end, though, it disappears.

Can anyone help me?
(I know this is an underused entity that sees little light and people might not know much about it, but I need to know how to shut it off cleanly to make the HUD more pleasing to look at. (I spent over 6 hours straight working at this prefab and this is the only error I have left, help is appreciated))

(if there's no fix, that's okay, everything works fine otherwise, it just looks weird and confusing having the timer there)
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Try having an output that sets the timer to zero. Not sure what the output is called exactly but there should be an option for it.
 

phi

aa
Nov 6, 2011
832
1,815
There's no output for setting the time of the timer. tf_logic_cp_timer seems to be fairly primitive. The only outputs for it are AddOutput, FireUser1-4, Kill and KillHierarchy, none of those are useful as far as I can tell. It feels like it was made specifically for "last" points and not for any point in between.
 
Oct 6, 2008
1,949
446
I've sort of seen this but am at work so can't look at hammer. I think there is some way of adding/subtracting time - it might not actualy be the timer - wait a sec it might be the game round timer I'm thinking of - similar to a payload map mut you may be able to influnes the time that way. Keep looking. :)