- Apr 18, 2008
- 53
- 3
I have nearly perfected the first phase of my Payload map, and I have a major problem and a problem I should be able to screw around with and fix myself, but I want to make sure I do it right.
The first is that as people stay in the cart area (particularly the first person to, who claims the 'capture'), their points steadily go up by 2 per second. Now, I was aware there were some capture point issues with the payload gametype, but I didn't think it was this severe. I had someone during testing get over 600 points as scout during a single round. I don't think that's normal.
The second is the fact that my map acts more like a TC map in that when Red wins due to the game timer, it says 'One more point to capture' if the first checkpoint in the phase was captured by Blu. I'm somewhat bewildered by this, because all I can think of to fix it would be to set it to auto-capture all the control points for Red and disable the 'disable team from winning' property in the game_master and game_rounds. If anyone else has a more efficient solution, please tell me.
The first is that as people stay in the cart area (particularly the first person to, who claims the 'capture'), their points steadily go up by 2 per second. Now, I was aware there were some capture point issues with the payload gametype, but I didn't think it was this severe. I had someone during testing get over 600 points as scout during a single round. I don't think that's normal.
The second is the fact that my map acts more like a TC map in that when Red wins due to the game timer, it says 'One more point to capture' if the first checkpoint in the phase was captured by Blu. I'm somewhat bewildered by this, because all I can think of to fix it would be to set it to auto-capture all the control points for Red and disable the 'disable team from winning' property in the game_master and game_rounds. If anyone else has a more efficient solution, please tell me.