Map doesn't end when clock ends?

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Cold

L1: Registered
May 23, 2009
31
5
For some reason my ctf map does not end when the timer for the map goes to 0.

Is this a problem with my map I need to fix or is it unfixable??
 

PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
What gamemode are you mapping for? I've had this same problem when attempting an attack/defend CP map. I ultimately used A Boojum Snark's [ame=http://forums.tf2maps.net/showthread.php?t=4674]game type library[/ame] to replace my broken things. All of the necessary pieces for all of the game modes used by official maps are in there, and you can simply copy-paste those entities into your map where you need them.

EDIT: D'oh, just saw you mentioned CTF. :p Well that's in there, so try that I guess...
 
Last edited:

Beamos

L2: Junior Member
May 14, 2008
80
43
You need a game_round_win or whatever that entity is. Set it to no team (sudden death).

Make your game timer, pressuming you have one, point to the game_round_win when "OnFinished", with the command "roundwin."

If you want to take it a step further, make a point_template for each of the flags, name the flags, and make each point template have a template for its respective flag (ex blu_template with a template1 of bluflag and a red_template with a template1 of redflag). Make sure all flags are checked for the point_template. When the timer is OnFinished, make it point to each flag with the "kill" command, then with a delay of one second, point to the templates with a command of ForceSpawn.

So to recap, timer outputs:

OnFinished suddendeathwinthingy roundwin (no delay)
OnFinished redflag kill (no delay)
onfinished bluflag kill (no delay)
onfinished blutemplate forcespawn (1 second delay)
onfinished redtemplate forcespawn (1 second delay)

Templates will be set up as follows:
name: blutemplate
template1: bluflag
template 2/3/4/etc: none
both flags checked

Copy the template for red, but with "redtemplate" and "redflag" instead of blutemplate/bluflag.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
CTF, so I'm assuming you don't actually have a team_round_timer and the timer showing is the server's mp_timelimit. If this is the case, you need a logic_auto to set the following to the tf_gamerules entity.
OnMapSpawn > tf_gamerules > SetStalemateOnTimelimit > 1
(output > target > input > parameter)