Disabling crits from capping the intel

Piesofthesky

L1: Registered
Dec 7, 2016
21
1
I have attempted to disable the crits a team gets from capping the intel, with little success. I haven't been able to find any tutorial on this topic, but I did find a reddit post discussing how it works on sd_doomsday.

I currently have been using a logic_auto and a point_servercommand. My logic_auto has an output OnMapSpawn. It targets my point_servercommand, which I named "command_nocapcrits". Via the output, it sends a Command with a parameter override of "tf_ctf_bonus_time 0". I also gave it a delay of 5 seconds. This is because I was told that using a point_servercommand without any delay can lead to crashes. 5 seconds is plenty, and still sufficiently short to ensure that the intel isn't capped before the command is given.

Suggestions?
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
The crit boost helps prevent massive turtling, but aside from that how you have things set up is pretty much the only way, unless you go with a plugin. The crit boost after a cap is kind of hard coded into the game.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Yes, unfortunately i don't believe that you can disable cap crits on your map without point_servercommands. It really is a shame, because it means that any server running it would need to have point_servercommands allowed - which they aren't by default (as maps could then be made to try and mess things up on the server).
 
May 25, 2015
390
307
I'm not sure if it works or not, as I haven't tested it, but there is supposedly an input to tf_gamerules called "SetCTFCaptureBonusTime" that sets the length of the crit bonus when capturing the flag in CTF. My guess is setting it to 0 will disable crits, but that's just a guess.
 

Piesofthesky

L1: Registered
Dec 7, 2016
21
1
Sorry it took me so long to get back to you guys, I was travelling home from uni.

I made a tf_gamerules and gave it the command as Dr. Orange suggested and it worked! No more capture crits.
It turns out there is also a tf_gamerules in sd_doomsday which does the exact same thing.

As for turtling, I intend to open new pathways to attack through upon capping which will disincentivize spawncamping.

Thank you all for your suggestions and helping me fix my map.