- Apr 27, 2008
- 543
- 70
haha nice idea ! I was considering slaughtering all left players in the wrong spawn, but your solution is more humane :blush:
As for the issue with blocking capture, I'm thinking of the following setup :
Capture zone still send the OnNumCappersChanged input to a math_remap and a logic_case to change cart speed.
There is a trigger multiple of the same size, filtered with the ennemy team. This trigger disable the logic_case and set the cart speed to zero. When leaving the zone, it enables the logic case again.
This should let the capture zone show the "blocked" state. But I fear the enabling won't make the cart advance if num_cappers doesn't change. Maybe I should disable the capture_area then enable it some ms after ?
Anyway the question is the following, does blocking a capture or ending the block DO change the NumCappers variable ?
As for the issue with blocking capture, I'm thinking of the following setup :
Capture zone still send the OnNumCappersChanged input to a math_remap and a logic_case to change cart speed.
There is a trigger multiple of the same size, filtered with the ennemy team. This trigger disable the logic_case and set the cart speed to zero. When leaving the zone, it enables the logic case again.
This should let the capture zone show the "blocked" state. But I fear the enabling won't make the cart advance if num_cappers doesn't change. Maybe I should disable the capture_area then enable it some ms after ?
Anyway the question is the following, does blocking a capture or ending the block DO change the NumCappers variable ?
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