I managed to get passtime logic working!
What you need is a team_round_timer, passtime_logic, and an info_passtime_ball_spawn.
info_passtime_ball_spawn:
Just place this entity where you want the ball to spawn.
passtime_logic:
Give this a name, for this demo we'll use "pass_master".
team_round_timer:
Set "Setup timer length" to 15.
Configure an output like so:
OnFinished
pass_master
TimeUp
For the game to be played you'll need goals and noball areas. This should prevent your game from crashing however.
You need to have "Show timer in HUD" Enabled. Don't ask me why.
So, how do you deal with the jack dropping into a death pit?
So, how do you deal with the jack dropping into a death pit?
Still trying to figure out if sections have any functionality, as well as whats required to make the hud function correctly. (After that, how does the hud deal with multiple goal zones per team?)
Ball Team Claiming
The ball can be in one of three states: Claimed for Red, Claimed for Blue, or Neutral.
A neutral ball cannot be scored.
A claimed ball can be scored for the claimed team.
A ball can only switch states through 4 ways:
If you throw the ball, you cannot catch it until it turns Neutral again. Teammates and enemies can catch it, however. (You can't pass to yourself.)
- If a player picks it up it will become claimed by that team.
- If the ball is scored it will return to Neutral and start the respawn sequence.
- If the ball touches a GROUND OR FLOOR SURFACE it will become Neutral. ( This does not include walls.)
- If the player carrying the ball enters a func_passtime_no_ball_zone it will IMMEDIATELY return to Neutral.