King of Territorial Control Prefab

King of Territorial Control Prefab 2020-09-23

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
King of Territorial Control Prefab - King of the Hill + Territorial Control

TC but KOTH instead of 2CP. Modified from the ABS TC prefab.

How it works:
The KOTH point gets teleported to the associated path_track for each round. logic_branch_listeners get the state of the four central TCPs and set the priority for their associated team_control_point_round. To remove a round, delete the associated team_control_point_round and logic_branch_listener.
To achieve the timer imbalance of the final round, the final team_control_point_rounds input SetTime to the timers created ingame.

Issues:
-After the first round, the TCP on the hud is owned by the previous owner before it unlocks. The model itself is set to neutral.
-If the previous losing team stands on the point when it unlocks, capture progress will not be visible on the hud for the current capture.
 

Blade x64

Logical insanity
aa
Sep 3, 2009
239
633
Improved logic:
-Each zone now has its own unique trigger_capture_area.
-Multiple captures no longer occur upon capture.
-Fixed rare issue where timer running out would not result in victory.
-Old team_round_timer entities will now remove themselves in the following round.

Current issues:
-After the first round, the TCP on the hud is owned by the previous owner before it unlocks. The model itself is set to neutral.
-If the previous losing team stands on the point when it unlocks, capture progress will not be visible on the hud for the current capture.

Read the rest of this update entry...