Logic for a CTF Variant: Capture a Control point to access a teams intel!
Makes use of leezo's CTF-Style PD hud.
Thing's to note:
Compilepal will NOT notice the custom .res file used, you must pack it manually with -include! It is used with the Robot Destruction logic as Player Destruction...
Hello! I'm currently working on a map called larur it is a 2 CP arena map that I want to have implemented an Arena respawn mechanic. Alas a few problems have occurred in the 2 CP arena logic that I am using. The problems that have cropped up are listed below:
• Scramble Rounds don't work
• If...
howdy, I need logic for my take on a more comp viable ctf format
It's called "pickup-ctf" and is based on a format similar to the one played in tfc and qwtf
The gamemode:
The gamemode uses one flag
RED is defending, BLU is attacking, BLU must capture the RED intel as many times as they can...
VMF map file and associated vscripts to reconstruct the gamemode found in cp_sulfur
This is the latest version of logic from the in-game version
====INSTALL INSTRUCTIONS====
Place the contents of "mapsrc" folder in the location where you save your VMFs
Place the contents of...
For a more permanent place for this info, I've updated the Valve Developer Community page on tf_logic_koth.
Introduction
The zz_red_koth_timer and zz_blue_koth_timer entities are team_round_timer entities auto-generated by the tf_logic_koth entity on map load.
These timers control the...
14bit submitted a new resource:
14bit's Improved Territorial Control Prefab - Finally, you can have a Round Overview with ease!
Read more about this resource...
14bit's Improved Territorial Control Prefab
This prefab includes two parts:
An updated TC entity setup .vmf
The files needed for a custom Round Overview
To use the Round Overview, put the TCtemplate folder in your tf/custom folder
Original logic based off of the gamemode prefab from A Boojum...
EVERYTHING INSIDE THIS DOWNLOAD IS MINE EXPECT THE MODELS AND TEXTURES. THEY WERE JUST SLIGHTLY EDITED!!! ORIGINAL DOWNLOAD: https://tf2maps.net/downloads/medieval-cannon.6062/
In this addon I've created an cannon edit. I've added bones, animations and shortened the fuse to it. Also the texture...
These are a set of two RED and BLU aligned drones. They're very simple and easy to alter. Use them if you're feeling spicy with anti-spawncamp tactics, or as enemies in adventure type maps!
Campaign Gamemode
The goal of campaign mode is similar to TC, taking over the map non-linearly. What is different is that CM has 1 round to capture the final point or hold the most points by the end of the time (no overtime, no time is added on cap).
The main gimmick of this gamemode is that...
As great as the ABS prefabs are, I felt the Special Delivery prefab was lacking. I feel SD_Doomsday works well because it mixes CP and CTF by forcing the flag carrier to hold a point for some time. ABS doesn't have this 'hold,' instead giving the player a free win on cap. Great for Invade CTF...
This Prefab contains all the crackhead logic used for the PASS Time changes made in Smalltime.
Goal of these changes is to improve PASS Time in pubs, make it less frustrating for players and to add a bunch of quality of life changes.
You can read more about the thought process and why all of...
You'd think making a moving platform that engineers can build upon would be an easy enough thing to implement: Detect when a building is placed on it, and parent to the platform. Alas, we can take nothing for granted when it comes to this acursed engine! Yet! Even in the face of fearsome...
Sticky Stopper - Make stickies work with moving/dissapearing platforms and props
Long have we sought a way to make stickies work nicely with moving objects in TF2, and today I finally present one possible solution: The Sticky Stopper!
This is an entity setup consisting of a trigger, a filter...
Adding a game timer to CTF by default will force a stalemate at 0 regardless of score, or will be in overtime until both flags return to base. This fixes that, as well as a few other things.
This was a lot of work to set up, so I would appreciate a thanks somewhere if you've used this / adapted...
This is a heavily modified version of the Official PASS Time prefab that was created by Escalation Studios. This prefab was originally created for Microcontest #5: PASS Time Panic. More information about PASS Time and its design conventions can be found there.
The official prefab is a bit of a...
I'm working on the next update for my "Pick It Up!" contet entry, and something I changed caused the logic to break and stop showing the goals on the hud. The goals still work, so it's only a visual bug. Oddly enough, the player/ball tracker portion of the hud still works, so whatever I did that...
For Startacker's 2020 April Fool's Day contest, I created a map named cp_21gorge. It's an edit of 5gorge but with 21 control points instead of 5. I actually came up with the idea for a control point map with an ungodly number of points several years ago, but was never able to make it due to...
At the start of each round, chooses a location to move the king of the hill point to.
Includes logic for blockers, for sealing off parts of the map depending on which point is chosen.
Options exist for:
pure random, stages, and best-of-three stages
per-stage spawns, static spawns
The locations...
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