Overtime -> Longer spawntimes

Mar 23, 2010
1,872
1,696
anyone know how to set this up? It's a koth map so I guess it'd work with when timer when it hits 0.
 
Last edited:

TheKieranator

L6: Sharp Member
Mar 6, 2011
282
213
Time has been added.

Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana. Time has banana.

Seriously, don't fix this. :O
 
Mar 23, 2010
1,872
1,696
this won't fix the time has banana glitch, just don't want overtime to last amazingly long.
 
Mar 23, 2010
1,872
1,696
i believe that is how one of the points work. how do?
 

Sergis

L666: ])oo]v[
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Jul 22, 2009
1,874
1,257
i believe that is how one of the points work. how do?

well if you have a zz_koth_red_timer named timer entity somewhere, add an output to it OnFinished->tf_gamerules->AddRedTeamRespawnTime->999999 and another output for blu team. repeat for zz_koth_blu_timer. or maybe zz_red_koth_timer/zz_blu_koth_timer. dont really remember how they were called

the respawntimes will stay longer though if the points are capped by the other team so you might need to reset them then