Multiple timers

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
Is there a way to make 2 different timers? Like 1 cap is caped and then the timer switches to another one?
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
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Explain your question in greater detail, I don't quite understand it.
 

Muddy

Muddy
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Sep 5, 2014
2,574
4,592
Depending on what you're trying to achieve, you could just use one timer. Unless you're making a koth map, you can't have multiple timers on-screen at once (although you can have as many timers not on-screen as you like).
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
Depending on what you're trying to achieve, you could just use one timer. Unless you're making a koth map, you can't have multiple timers on-screen at once (although you can have as many timers not on-screen as you like).
Can timer on screen change like first there is one timer then it vanishes and another one comes instead of it. I use it to make a "hold" attack defend map so first the BLU team needs to capture the first point then a timer starts. The RED can capture it back, pausing the timer. BLU can capture it back. After 1 minute of holding, the point locks and BLU can continue.
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
Depending on what you're trying to achieve, you could just use one timer. Unless you're making a koth map, you can't have multiple timers on-screen at once (although you can have as many timers not on-screen as you like).
Oh and how can i change what timer is on screen?
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
In that case you could use the koth timer logic, and treat red's timer as the round timer and blue's round timer as the capture point timer. Might be a bit fiddly to figure out but it should work.

Also please edit your posts if you want to change/add to them, rather than making a new post.
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
In that case you could use the koth timer logic, and treat red's timer as the round timer and blue's round timer as the capture point timer. Might be a bit fiddly to figure out but it should work.

Also please edit your posts if you want to change/add to them, rather than making a new post.
I already thought that but i wasnt sure. thanks now my map will be done soon.
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
In that case you could use the koth timer logic, and treat red's timer as the round timer and blue's round timer as the capture point timer. Might be a bit fiddly to figure out but it should work.

Also please edit your posts if you want to change/add to them, rather than making a new post.
Whait. But wil BLU win when their timer runs out and woudnt the timer be the same for both teams?
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Whait. But wil BLU win when their timer runs out and woudnt the timer be the same for both teams?
Freyja managed to have them different with sulfur, and you could have the timer be 1:01 then change to the next point on 1 second
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
Freyja managed to have them different with sulfur, and you could have the timer be 1:01 then change to the next point on 1 second
The tf_koth_logic doesnt have tho option On1secleft
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Firstly, you can have more than 1 sentence per post.

Freyja is a moderator on the site (made suijin) and sulfur is the map she is working on for the dynamic cp contest

You could just have a timer set to 1 minute that sets it to the next point that activates when the point is first capped.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Frayja. lmao

There's probably a way of stopping a team from winning automatically when one team's timer goes to 0. Try setting both teams to not win by capping all the points (in your team_control_point_master).

Also, again, EDIT YOUR BLOODY POSTS. I got like 6 notifications sending me to this thread because you keep quoting me.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Firstly, Quoting somebody sends them a notification. If you make lots of quoted posts, people get annoyed by lots of notifications.

Secondly, double-posting - making multiple posts in a row in the same thread - is spam, and against the forum rules. Making lots of quoted posts just makes the forums messier and harder to read, for no benefit. You can just edit your old posts for the same effect.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Can timer on screen change like first there is one timer then it vanishes and another one comes instead of it. I use it to make a "hold" attack defend map so first the BLU team needs to capture the first point then a timer starts. The RED can capture it back, pausing the timer. BLU can capture it back. After 1 minute of holding, the point locks and BLU can continue.
A single team_round_timer entity should suffice. You can tell it to pause, resume, hide, show, and you can set its time to an absolute figure using logic, or add to it. Have you played Snowplow? The team_round_timer is shown on screen, and it pauses whilst BLU are standing on a control point.