Multi-Stage Payload Timer Problem

eighttailedfox

L1: Registered
Jan 7, 2015
45
8
[Solved] Multi-Stage Payload Problem

A bit of background details.

I am using the Multi Stage payload prefab from the ABS_GametypeLibrary_14-08-11 file.

And the set-up it uses, involves 1 team_round_timer.

Now as far as I can tell, the timer isn't referenced by any other entities as to the fact, that that one timer is used for all three rounds.

What I want to do:

Basically. I want to make it so, when the timer ends, the capture points for that round, turn to red team, thus letting them win the round, and the game to continue to stage 2.

One way I theorize to do this:
I want stage 1 to use one team_round_timer, and stage 2 to use a different ream_round_timer, and stage 3 to use a third one.

If I can get three different timers one for each round working, then I can send the command from them, that when the timer finishes it. it automatically caps the points and red wins. And thus going to the next stage.


So my many question (unless there's an easier workaround) is this:

How do I set up the game so the stage 1 uses one timer, and stage 2 uses a different timer?

Thank you for your time in reading my question.
 
Last edited:

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Can't you set it so the round timers start disabled, and then when a cart reaches the checkpoint (not timer runs out) the first one would disable, and the second enable?
 

eighttailedfox

L1: Registered
Jan 7, 2015
45
8
Can't you set it so the round timers start disabled, and then when a cart reaches the checkpoint (not timer runs out) the first one would disable, and the second enable?

Whenever I have multiple timers, even if they're disabled, when I go to test. After the "wait for players" part, the timer vanishes and nothing happens.
 

eighttailedfox

L1: Registered
Jan 7, 2015
45
8
In my quest to figure out how to do this, I've created a logic_case, fed by a math_counter

The math_counter starts at 0. the first round.

When team_round_timer reaches onFinish it adds +1 to the math.
This is impossible to change. This means Red automatically captures the points, and wins when the round time ends.


So the possible outcomes are:

red, red, stage 3
red, blu, stage 3
blu, red, stage 3
blu, blu, stage 3

Stage 3's winner, resets the map.


So what I need help with:

When blu caps. It can add or subtract from the math. So I need logic cases for the four above outcomes.

My current logic:

Blu capping stage 1 sets the value to 5
Blu capping stage 2 adds +4 tot he value.

0 = first round set up
-normal

(red, red ,red)
1 = stage 2, red won stage 1
2 = stage 3, red won stage 2 and 1
3 = red won all three stages
-game reset

(blu, red, red)
5 = stage 2, blu won stage 1
6 = stage 3, blu won stage 1, red won stage 2
7 = blu won stage 1, red won stage 2 and 3
-game reset

(blu blu red)
9 = stage 3, blu won stage 1 and 2
10 = blu won stage 1 and 2, red won stage 3
-game reset

(red, blu. red)
????


As you can see with the current set up, the logic is impossible.

Please help.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
You think you figured it out yet you don't care to post details.
 

eighttailedfox

L1: Registered
Jan 7, 2015
45
8
You think you figured it out yet you don't care to post details.

Oh. Didn't know anyone wanted to know.

Basically.

It's s simplified Logic problem.

Math_counter fed into Logic_case.

If timer on rounds ends, red captures all points, and wins the round. This unchangable timer always sends +1 to the Math_counter.

If blu wins, the math is set to +5 where a second set of cases start.

So Case 1 is if red won stage 1. So the objective blu was trying to destroy stays intact for the rest of the game.

Case 5 is if blu won stage 1. The objective they destroy has lasting effects on the rest of the play.

Stage 2 has a similar lasting effect.

So if red wins first round, then blu wins second round. the math counter is set to 9, the third set of logics.

Each set of logic require use of the red's timer +1.

Now while all of this sounds crazy. it's like a quarter the difficulty of the other logic problem I posted. And it makes use of 1 timer, so I don't have the multi timer problem.

And when blu caps final, or stage 3's time runs out, the whole thing resets and switches teams.

In order to make all this work within the gametype_library, when the timer runs out, or when blu caps, all previous points including those from the previous stage have to be set to go to either team.

This is because the game would freeze if the previous stage belonged to a different team then the one who won the current stage.

It's a bit ridiculous, but it's actually the easiest way to do what I want.
 

Tumby

aa
May 12, 2013
1,084
1,192
Using different timers in every stage ruines the classic way timers work in multistage maps. Let's have a look at it.

Usualy:
If blu wins a stage quick, they will have extra time for the next stage.
If they barely manage to win, they will only have little time left for the next stage.
-> The team that did better will have an easier time.

Your way:
If blu wins a stage quick, they will not have any extra time at all.
If they barely manage to win, they will have an ok amount of time for the next stage.
-> Every stage is like an entire new round.
 

eighttailedfox

L1: Registered
Jan 7, 2015
45
8
Using different timers in every stage ruines the classic way timers work in multistage maps. Let's have a look at it.

Usualy:
If blu wins a stage quick, they will have extra time for the next stage.
If they barely manage to win, they will only have little time left for the next stage.
-> The team that did better will have an easier time.

Your way:
If blu wins a stage quick, they will not have any extra time at all.
If they barely manage to win, they will have an ok amount of time for the next stage.
-> Every stage is like an entire new round.

Didn't know Goldrush stage 1 affected stage 2.

Anyway. yes that is the general idea. It's in an effort to make a multistage payload, in which who won the previous round, matters.