I have a map idea that I want to implement. In my previous post I thought I had a solution but was just doing it wrong. Apparently not... 
Besides TF2 not allowing a lot of things for their engine, A lot of the ideas I had, had some sort of work around so this is my idea and I'm possibly looking for someone to help me find a solution for this.
I have 2 sides. Side Red and Side Blue
Each side has a:
prison (captured opponents)
spawn room
capture zone
team flag
When you cross over to the opponents side (aka the middle of the map) you become flagged or in some way will respawn in the prison if you die on that side. If you die on your side, you will spawn back in your own spawn room.
The prison will be locked until a team mate unlocks the prison with a triggered door from the outside. If the whole team is captured or majority of them anyways, and the other team grabs your intel, it will release the door for either 30 seconds, or until capped/returned intel.
Now the hard part is to figure out how to get this to work. Ideas are most welcomed!
Things I've tried:
Assigning a Addoutput to the !activator with a targetname and when they respawn in their respawn room they are filtered by the targetname and sent to the prison. Apparently Addoutput with !activator does not work
Besides TF2 not allowing a lot of things for their engine, A lot of the ideas I had, had some sort of work around so this is my idea and I'm possibly looking for someone to help me find a solution for this.
I have 2 sides. Side Red and Side Blue
Each side has a:
prison (captured opponents)
spawn room
capture zone
team flag
When you cross over to the opponents side (aka the middle of the map) you become flagged or in some way will respawn in the prison if you die on that side. If you die on your side, you will spawn back in your own spawn room.
The prison will be locked until a team mate unlocks the prison with a triggered door from the outside. If the whole team is captured or majority of them anyways, and the other team grabs your intel, it will release the door for either 30 seconds, or until capped/returned intel.
Now the hard part is to figure out how to get this to work. Ideas are most welcomed!
Things I've tried:
Assigning a Addoutput to the !activator with a targetname and when they respawn in their respawn room they are filtered by the targetname and sent to the prison. Apparently Addoutput with !activator does not work