2 CP Arena Logic + Arena Respawn (Hybrid Fusion Gamemode) help.

Malachite Man

L6: Sharp Member
Oct 16, 2015
378
225
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 one team dies but has a point capped but the other team is still alive this stalls the game perpetually

• If forced respawn is activated on a server an infinite death loop occurs if one dies

These are problems currently plaguing the map logic wise. Something else that throws a wrench into the issue is these problems are not present when solo-testing the map. However the logic present is not exactly how I desire the map to be. Since the maps inception I've wanted to have the mechanic that a point respawns the team once capped and then locks, this moves the true directive of the map to be control points that respawn the capturing team but ultimately what wins would be completely killing the other team (below the page is a shitty drawing depicting what I'm striving for).


With the current logic I'm using I haven't been able to figure out how to achieve it. With the other people that have pitched in on the issue I find myself at a loss. If anyone can help me with this I'd really appreciate it a ton. Whether or not its a simple lapse in the logic being used or its something that can be achieved using Vscript I am all ears for any solutions to this. Thank you for time.

respawnlogic.png
 

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  • arena_2cp_fake.vmf
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Last edited:

Malachite Man

L6: Sharp Member
Oct 16, 2015
378
225
Hello! I would like to make an update on this situation! So recently I think the cusp of the solution is near. The Respawn Mechanic is in place and the map is now using modified 2CP Byre Logic.

Here's now the problems that need to be addressed. (Dismiss the problems provided above)

• Despite many efforts the points just won't lock even after trying many different methods

• The Respawn Point Mechanic can't distinguish between red or blue and the spawn point can't be that of the respective teams that capped the point


These two problems are what's Major plaguing the map right now. If anyone wants to help out or perhaps knows a solution it would be very much appreciated! Below is the map logic isolated into a VMF
 

Attachments

  • 2controlpoint_respawn_test.vmf
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Tiftid

the Embodiment of Scarlet Devil
aa
Sep 10, 2016
602
465
I edited it to handle the team-respawn logic.
The most major thing wrong was that you were sending SetTeam inputs of "red" and "blue", when SetTeam only accepts integers and you should have been giving it 2 and 3.

I didn't edit it to handle the point-locking logic, since locking control points is notoriously hard to do and I suspect you will just have to fake it by disabling the trigger_capture_area instead.
 

Attachments

  • 2controlpoint_respawn_test_tiftidedit001.vmf
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Malachite Man

L6: Sharp Member
Oct 16, 2015
378
225
Thank you so much Tiftid! This is incredibly helpful! I think what I may do is disable the trigger_capture_area like you've state but also maybe overlay the hud with a fake lock point icon to give the illusion of the point being locked. I reckon that could work perhaps?
 

jixegix957

L1: Registered
Aug 28, 2023
21
0
getting this to work with 3 control points (each with different spawn room) is a pain, I can't even fake it with teleportation for some reason; Only red team can spawn into a teleport trigger and be teleported.