Giving teams points for kills

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
How can this be done?

trying to get a final vers of my snipe map done and realized it had a few issues.

One was that it didn't end, so I added an entity set-up for that, but at the end it just stalemates.

As it's a sniper map I'd like to have one team win, either if they reach a number of kills or just whoever has the highest score.

But I suck at entities and don't know where to start.
 

Samuel Hall

L1: Registered
Jan 16, 2009
6
0
I don't think it's possible, I could be wrong. I'd have a look and try find something to do with the scoreboard, or find a programmer who can code you an entity based on it.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I'm sure Boojum would know considering that he created the entity setup for Animus.
 

FaTony

Banned
Mar 25, 2008
901
160
This can be done. 2 trigger_multiple's across the map with filters for each team. Each has OnEndTouch output to math_counter for each team. Once the time ends, whose math_counter is bigger, that team wins/loses (depends on what u count -> kills or deaths).

ABS sure can do this. :D
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
Just for argument sake, I hope you give extra points to those sniper who use the bow. It's much harder to get kills with it and if a sniper does choose to use the bow, he should get extra points for his kills.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
The counter is probably the easiest way. Alternatively you could use the tf_gamerules AddXTeamScore inputs, but that might cause it to end far too fast unless you use a point_servercommand to raise the score limit, which may or may not be reverted on mapchange depending on the server configs.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
This is what I'm trying

2 Trigger_multiples surrounding play area
one called red_trig and on called blu_trig

Each has team filter for that team (blu_filter, red_filter)

and an output of
OnEndTouch
red_math (or blu_math)
Add
1
0.00

-----------------------------------------------------

have also tried:
red_math (and blu_math) have outputs to round_end and game_end
with

get Value

------------
I really have no idea what I'm doing so it's hard to trouble shoot other than just trying different outputs and inputs.

I don't know how to make it keep track of 'kills' or 'deaths'. Kills is fine.

No matter what I try I just get stalemate.

I'm also just using a bot so I don't know if it has to be an actual player.
------------
@FaTony, not really sure if you mean each trigger_multi should have a filter for both teams, or just it's respective team. I'm only doing respective teams.

I even tried opposite teams.

ie, red trigger goes to blu math (assuming a red death sends a 1 to the counter, in which case it should send a 1 to the blu counter as blu got that kill).
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
If Boojum is the entity guru I am his complete opposite.

Still not working :(
I get stalemate at round end no matter what.

I have:

set stalemate on time limit set-up from abs entities. But I changed the wording to get kills, not cap flag.

filter for each team

trig_multiple for each team pointing to filter.
Outputs to math counter for each team:
OnEndTouch
Add
1

math counter outputs to logic_compare:
OutValue
Compare

logic_compare outputs to game_round_end (red and blu):
OnGreaterThan
SetTeam