Custom gamemode help

Sep 19, 2010
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Alright, I've been messing with game logic for the better part of two hours and I'm just clueless. I've tried looking up tutorials, but I have trouble comprehending them because I've always relied on Boojum's pack. Asked for some help in chat and everyone was very helpful, but I still wasn't able to wrap my head around it so hopefully I'll get some longer responses here.

I want to create a custom gamemode. It's a combination of King of the Hill and Arena. Initially both teams are able to capture the point. Upon capping, the team that captured the point no longer respawns and must defend the point for one minute. If they are successful in defending it, they will. If they all die and the other team captures, the other team wins.

So what I'm having trouble with is making it so the other team wins upon recapture. Honestly, I'm really just having trouble with all of it. It seems like it should be pretty simple, but I'm just sick of dealing with it. Any help is appreciated!

Links to simple tutorials on game logic are welcome also. :)
 

YM

LVL100 YM
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Dec 5, 2007
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As soon as it's capped, make the winning team spawn in a separate room they can't leave (I like the idea of an observation deck overlooking the point)

Ask boojum for one of his player counters and put that as a big brush covering the whole play space so it can track all the living players. Once that counter reachers zero for the defending team fire a team_round_win, (fire the team_round_win if the attacking team recap too) otherwise let them win by the koth timer running out.
 

Crash

func_nerd
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Mar 1, 2010
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You might be able to get away with two giant trigger brushes over all the playable space (but not the observation deck thing) and have it set for OnEndTouchAll with a team filter for each team. When all players on that team "leave" the trigger, have it trigger the team_round_win for the opposite team.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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I want to create a custom gamemode. It's a combination of King of the Hill and Arena. Initially both teams are able to capture the point. Upon capping, the team that captured the point no longer respawns and must defend the point for one minute. If they are successful in defending it, they will. If they all die and the other team captures, the other team wins.
In other words, whoever caps first always loses. Maybe I'm just cynical, but that seems like how it's likely to go down.
 

YM

LVL100 YM
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Dec 5, 2007
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Well yeah steve, but we're not here to judge the gamemode, just to help GB to make it and realise it's pants on his own. :p
 
Sep 19, 2010
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499
In other words, whoever caps first always loses. Maybe I'm just cynical, but that seems like how it's likely to go down.
Well maybe. :p We'll have to see. I can either lower the time the defending team needs to hold or increase the respawn time of the attacking team. Won't know until we try it.
 

Berry

resident homo
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Dec 27, 2012
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I just wanna say you should never be punished for capping the point. Once everyone catches on, noone will cap it and the rounds will last forever.
 
Mar 23, 2010
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it seems like its basically viaducts capture time advantage for attackers but Xtreme?