Hi all,
I'm working on a dustbowl style map with two areas of two CPs each and I'm stuck:
a) After mini-round 1 has ended, the attacking team spawns in the newly conquered respawn room (i.e. the defender's respawn of round 1 becomes the attacker's respawn of round 2). I have two sets of trigger_multiples with corresponding team filters, which I activate/deactivate according to which round is played, so the doors work. But: the func_respawnroomvisualizers still block the players, although they are associated with the correct respawn room.
Do I need a visualizers for each team and toggle them like the door triggers? The visualizers can't seem to have a filter and should read the team association from the respawn room, but this doesn't seem to be reset after the round. Is there a way for me to set which team a visualizer is supposed to block?
b) Also, I have some func_doors wich block access to the previous area. One of them is in open terrain, so I made it invisible and parented some fences to it. This works fine (the door and fences are above the sky while open, and slide down to the ground when closed), but isn't there a way to just make them appear and dissappear instead of parenting them to a func_door?
c) ATM the attackers score a point for each captured CP. When the time limit runs out, the defenders win but don't score. I'm thinking about awarding them either a single point, or a score equivalent to the number of successfully defended CPs left (e.g. if the attackers capture CP1 but not CP2, the defenders would get a point each for CP2 through CP4). I don't really know which way to go (and actually I don't know which entity can add to the defender's score), what would you prefer?
I'm working on a dustbowl style map with two areas of two CPs each and I'm stuck:
a) After mini-round 1 has ended, the attacking team spawns in the newly conquered respawn room (i.e. the defender's respawn of round 1 becomes the attacker's respawn of round 2). I have two sets of trigger_multiples with corresponding team filters, which I activate/deactivate according to which round is played, so the doors work. But: the func_respawnroomvisualizers still block the players, although they are associated with the correct respawn room.
Do I need a visualizers for each team and toggle them like the door triggers? The visualizers can't seem to have a filter and should read the team association from the respawn room, but this doesn't seem to be reset after the round. Is there a way for me to set which team a visualizer is supposed to block?
b) Also, I have some func_doors wich block access to the previous area. One of them is in open terrain, so I made it invisible and parented some fences to it. This works fine (the door and fences are above the sky while open, and slide down to the ground when closed), but isn't there a way to just make them appear and dissappear instead of parenting them to a func_door?
c) ATM the attackers score a point for each captured CP. When the time limit runs out, the defenders win but don't score. I'm thinking about awarding them either a single point, or a score equivalent to the number of successfully defended CPs left (e.g. if the attackers capture CP1 but not CP2, the defenders would get a point each for CP2 through CP4). I don't really know which way to go (and actually I don't know which entity can add to the defender's score), what would you prefer?