Resource icon

Arena_respawn prefab 2015-11-15

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Arena_respawn prefab - Who needs a server plugin? Not me, that's who... not

People have been talking about this for a little while now, I did arena_sacrifice which is sort of similar so now it's now a prefab.

  • The point locks for 10 seconds after capping (alter the cap_lock relay delays for this timing_
  • The team that just captured is given a marked for death debuff that lasts for 2 seconds after stepping off the point (modify the central add_cond for that's timing (make sure the debuff timer's refire is LESS than the debuff duration!))
  • Each player us Ubered for 3 seconds upon respawning (edit the add_cond around the players for that)
  • The respawnroom skins into the ground after 10 seconds, that's what the nodraw door is for. This prevents players changing class after the round starts.
  • The small trigger brushes high up are vital to the gamemode, leave them be.
  • The three trigger brushes that fill my dev-cube prefab map are vital to the gamemode, they must cover 100% of your play area. If a player leaves this area they're considered dead.

This is only a basic prefab to get you started, it doesn't have all of the anrea_resupply features, there are no firstblood crits and there are no last-man-standing crtis eithe
 

munchkino

L1: Registered
Oct 17, 2015
40
3
Thanks so much YM! This will be helpful
 
Last edited by a moderator:

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Because I was working backwards from my arena_sacrifice stuff I waaaaay overcomplicated this.

It now has native arena support, so:
  • First blood crits
  • Player counter on the HUD
  • All normal Voicelines
  • "No respawning in arena mode" instead of a bugged respawn timer counter

Read the rest of this update entry...
 

munchkino

L1: Registered
Oct 17, 2015
40
3
@YM I'm new to mapping so if you could just give me a quick over view of everything (mainly the logic entities) that would be GREAT! Sorry for sapping your time but I would greatly appreciate it.
 

munchkino

L1: Registered
Oct 17, 2015
40
3
First of all sorry for being a prick.

Second on the arena_respawn_gamerules all of the outputs do not work it seems. They are probably working it's just that i am being stupid but I want to make sure.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Oh whoops. You don't need any of those. They're a left over from arena_sacrifice's stuff. You can delete those.
 

Bunbun

aa
May 18, 2014
401
782
Your prefab doesn't seem to have a trigger brush that covers the entire map, is that important?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Some of the original info is obsolete, you don't need that trigger since the official arena logic does the same function
 

Dr.crazy

L1: Registered
Jul 28, 2016
21
2
another new mapper here I know this is an old post but I was hoping you might be able to tell me if you know of a way to make it so that when the point is capped for a second time (assuming your team already has control) it functions as a normal arena point ending the game thanks for your wonderful prefab, and your time.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Use two math_counters, one for each team. When a team caps, add 1 to that team's counter. Then the two math_counters then need to fire a game_round_win (one for each team again) when they hit a count of 2.

If you want it to only fire after two consecutive caps rather than two caps total, when either team caps, set the opposite team's counter to 0.
 

Dr.crazy

L1: Registered
Jul 28, 2016
21
2
Thank you so much for the quick reply can't wait to try this out.
edit: got it all working thank you thank you thank you
 
Last edited: