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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...
Hello
I suck with logic, so i went here to ask how to make a hybrid version in tf2
So bassicly, blue attacks a point, once capped it gives acceses to the cart.
What i have is the ABS gamemode packs. so i can get logic for both A/D and Payload, im just wondering how i can make the logic first...
Ok so are there any guides/resources for mixing gamemodes? With the recent uptake in koth/pl maps, I was wondering if there were any videos/resources on how to mix the logic of cp and pl! Specifically, I want to be able to have a captured point determine what team can push a cart. (I.e.: If the...
Check out this map, I thought I could use AddOutput to move the tracktrain to whichever path_track I wanted by first setting the target, then moving the train, but it doesn't move at all. When they were linked 1-6 it just went to 6 and stopped. Any idea how I can make the tracktrain move (not...
basically I want the pd capzone to be linked to a capture point (if you cap it, the zone disappears until next opened where the cap will be blocked :
Here's basically what I mean;
-there are 2 pd capture zones(1 for each team) as well as 2 traditionnal (regular) caps
-the gamemode is pd so...
I'm working with outputs like setowner, but it doesn't seem to do anything. I'm trying to do this so blu doesn't have to recapture a point, and instead gains control of the point after a certain amount of time.
With the upcoming April Fools gameday, and a number of less-than-serious projects on the backburner, I wanted to finish one in time for the event.
The map I'm hoping to release, a revival of an old custom gamemode, is hitting a bit of a snag. As someone who hasn't really explored TF2's logic...
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