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Siege Gamemode a3

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Construction Zombie

L2: Junior Member
Nov 5, 2015
65
56
Siege Gamemode - a needy KOTH in the middle, with a payload to push into the enemy

The siege gamemode is a hybrid of a modified KOTH and a single stage payload. This gamemode preforms in many of the same ways that the siege gamemode in the game Paladins does, as a result the KOTH doesn't play like a normal tf2 KOTH but instead like a control point that needs continuous player attention to count down.
 

Dribbleondo - Au Yeah

L2: Junior Member
Jul 22, 2016
85
63
I downloaded the prefab for this yesterday in preparation for the Jam. I'm glad this is still being worked on.
 

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
56
This one's small, so small that if anybody is using a2, they can change their file themselves if they desire. If two or more people die at the same time on the capture point, the trigger that counts how many people are standing on it will only count the one person leaving it instead of multiple people. To combat this, the trigger that counts what team is standing on the point will also tell the PD adding machine to stop adding entirely if nobody is on the point; this will stop ghost players from existing as a result of multiple splash kills.

To change this yourself, add this to the corresponding triggers (brushes found at middle):
trigger_multiple named koth_blufilter: OnEndTouchAll > siege_player_counter_blu_math > SetValue > 0
trigger_multiple named koth_redfilter: OnEndTouchAll > siege_player_counter_red_math > SetValue > 0

Read the rest of this update entry...
 

Construction Zombie

L2: Junior Member
Nov 5, 2015
65
56
I've heard some grievances about how frequent the KotH stage is so noisy. Since the jam is in full swing, I think it would be best to tell you guys how to get rid of the noise that comes from the KotH rather than make you download the pack again. After the jam I will update the pack to include the sound removal and figure out a better way to get rid of the sound.

Here is a ZIP file containing two empty WAV files, they can go in any of your custom folders (I have a personal one, I would figure you guys have one too!!) under sound/ui/

Once you have that, add two ambient_generic entities to your map and have their sound name be the same as the files you just got, chime_rd_2base_neg.wav and chime_rd_2base_pos.wav. They don't need to be playing or triggered, your compiling tool of choice needs to recognize that your map calls these two custom files. As with any map, do verify that the sounds have been packed in, CompilePal for example lets you run the packer in verbose and will tell you each asset that has been packed into your map.


This isn't really the world's best way of doing this, it's more of the first and quickest way I've thought of. As a result, if you have these custom files then every instance of these chimes will be silent. Whichever chime the game gets first, your map or the stock chime, will be the one that keeps getting used until you reset your game. This however isn't a permanent modification to your game of course, just move or delete the null sounds and you will get your regular game back. As I said, not the best way of doing this.