Is this illogical?

Discussion in 'Mapping Questions & Discussion' started by Turnip, Jan 26, 2016.

  1. Turnip

    aa Turnip The 80s Vegetable

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    Dun Dun Tss

    Forward Spawn Logic:
    Change skin of prop to team
    Disable primary spawn entities
    Enable forward spawn entities

    Capture Point Logic:
    OnCapTeam2 Trigger Forward1RelayBlu
    OnCapTeam1 Trigger Forward1RelayRed
    Add value F +1 to Blu or an entity to represent blu
    Add value F +1 to Red or an entity to represent red

    Third Party Entities:
    Red
    Blue
    F Value = The amount of forward spawns owned by each team
    If F = 0 For either team, it triggers a primary spawn relay


    Example Hud:
    https://docs.google.com/presentation/d/1c1QJLQT43ZE-nlXytAzyCvDeNrqwrm3_N--Gi4eS0_U/edit?usp=sharing

    Would this work? Also, how would I add control points to KoTH logic if its possible?
     
  2. JMaxchill

    JMaxchill L5: Dapper Member

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    What do you want to do?
     
  3. Luigi1000

    Luigi1000 L2: Junior Member

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    Something tells me you are missing both the description and the goal of your question here...
     
    • Agree Agree x 2
  4. Turnip

    aa Turnip The 80s Vegetable

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    Woops.. Its for capturable forward spawns for my 72hr jam.
     
  5. DJ Sylveon

    DJ Sylveon L3: Member

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    So I know exactly what you are asking for...You want to make forward spawns that can be used by either team at anytime and can be quickly changed to allow that to happen and are wondering if the logic is sound in doing so?

    (Putting this off to the side but I see a problem with players that are on the opposite team being in there waiting for the other team to spawn and basically camping their spawn from the inside. Just saying.)
     
  6. Turnip

    aa Turnip The 80s Vegetable

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    Exactly, and the layout I have would help with that not happening.