A delayed "game_round_win"

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ChunkyMouse

L1: Registered
Mar 4, 2025
2
0
So I'm a rookie map maker in TF2. I had a sequence similar to the hilarious tug-of-war plr map called "dogbread" where upon winning the race, all hell breaks loose before the team is declared a winner.

I've decompiled the map, and copied similar outputs for mine, and it doesn't seem to work, no matter what I do (I probably am missing something obvious).

I'm just trying to find a way for BLU to cap the last point, but not win immediately for the sake of a logic_relay "cutscene" for the map.
 

AidanJ_

L2: Junior Member
Jan 2, 2017
85
11
You can delay when the final point is capped by adding delay to the "CaptureCurrentCP" output on the final path_track. Perhaps this is what you are looking for.
1745591836801.png
 

ChunkyMouse

L1: Registered
Mar 4, 2025
2
0
You can delay when the final point is capped by adding delay to the "CaptureCurrentCP" output on the final path_track. Perhaps this is what you are looking for.
1745591836801.png
Oh, I forgot to mention that the map I'm making is an Attack/Defend Control Points map, not payload ^^;
But I'll keep that in mind when I'm brave enough to tackle that!
However, I'll try something with the delay input.

Thanks, sir!