Disabling KOTH overtime

Discussion in 'Mapping Questions & Discussion' started by Zhan, Apr 17, 2011.

  1. Zhan

    Zhan L5: Dapper Member

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    A quick question: anyone know of a way to disable overtime in KOTH maps? All information I've seen points to "No", but I'm posting just in case anyone knows otherwise.

    To try to force a win when a team's timer reaches zero on my multi-point KOTH map Doublepoint, I'm using a couple game_round_win entities triggered by the timers, but I think the trouble is that they won't trigger a win while control points are still being contested. Is there a way around this?
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    There is no way to disable it, a slight workaround would be firing off the 1 second remaining output through a delayed relay that can be canceled if needed. Might still be some problems with that depending on what you want to achieve.
     
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  3. Sergis

    aa Sergis L666: ])oo]v[

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    maybe locking the control points when time runs out could help
     
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  4. a_sock

    a_sock L1: Registered

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    Sorry for this fat Necro, but for anyone stumbling across this post while looking for ways to circumvent overtime:

    Locking a control point as a timer reaches zero prevents overtime!

    Because team_round_timers won't fire their OnFinished Outputs when a CP is partially capped, the command to lock the control point has to be fired On1SecondRemaining, with a delay of a second.

    Doing this will still trigger the announcer to briefly say "O-" when someone is currently capping the point, but changing the delay from a full second to 0.8 seconds has fixed that for me.
     
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    Last edited: Dec 4, 2018