- Oct 25, 2007
- 115
- 26
This is something that a lot of people tend to miss on their map when setting it up but very important. This will cause your map to enter sudden death when the server's timelimit for the map is reached.
1. Create a logic_auto somewhere on your map (or us an existing one).
2. Go to the outputs tab and setup the following:
My Output: OnMapSpawn
Target Entity: tf_gamerules
Target Input: SetStalemateOnTimelimit
Parameter: 1
Delay: 0.0
Only Once: Unchecked
You'll have to type this in manually and in hammer it'll come up as an error (arrow with a red line through it) but it'll work in the compiled map in game.
That's it!
When to use this:
CTF Maps (and any variants)
CP maps likes Granary and Well
TC maps like Hydro
When to not use this:
Assault/Defend maps like Gravelpit and Dustbowl.
For maps like gravelpit/dustbowl you're going to want to allow for the current round to end before switching maps rather than forcing the map to change mid-round.
1. Create a logic_auto somewhere on your map (or us an existing one).
2. Go to the outputs tab and setup the following:
My Output: OnMapSpawn
Target Entity: tf_gamerules
Target Input: SetStalemateOnTimelimit
Parameter: 1
Delay: 0.0
Only Once: Unchecked
You'll have to type this in manually and in hammer it'll come up as an error (arrow with a red line through it) but it'll work in the compiled map in game.
That's it!
When to use this:
CTF Maps (and any variants)
CP maps likes Granary and Well
TC maps like Hydro
When to not use this:
Assault/Defend maps like Gravelpit and Dustbowl.
For maps like gravelpit/dustbowl you're going to want to allow for the current round to end before switching maps rather than forcing the map to change mid-round.