emulate the de_ mode of cs in tf2

pgfckr

L1: Registered
Nov 27, 2015
12
0
Hey guys I rebuit some dust2 like map and would like to get the gamerules set up right
my attempt to realise this has been
blu team attacking red team defending

both teams can win by eleminating the other team
arena mode

1.no bomb plant timer ran out
timer that runs every round which will make the red team win
if none of the bombsites has be captured and deactivates if a capture happend

2.no bomb plant timer ran out
time that will make team blu win if it runs out and a bombsite has been captured

3.bomb defused
red recapping is supposed to make team blu win at once

my problem is that im not able to set up the timer right even if i try to eleminate them the events will still happen
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
maybe rig something through ctf systems
 

pgfckr

L1: Registered
Nov 27, 2015
12
0
I've allready given up on the bomb plant via flag because even with arena gamerule it switches to cfg if a flag and capture zone is in place.
Best case szenario is that everyone can "plant" the bomb

i have worked out some rube goldberg machine of gamerules that would do its deed if the timer coud do its job

for now even if the bomb gets plantet the next timer doesnt take over and red team wins anyway without having to re cap
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
For the spawning and such, you could make the respawn time extreme so people will never respawn before they are forced to on a new round.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
Try to make A/D Special Delivery with two cap zones; I think if you spawn the flags with a template it shouldnt override Arena logic?

However YM did it for Arena Sacrifice