Author Topic: TDM, CP Help  (Read 1605 times)

Hello, I'm trying to make a attack & defend style TDM, but it seems whenever team 1 (attacking team) captures 1/3 of the capture points required, the round ends and they win. How do I make it so they have to capture all 3 capture points in order to win the round? And how do I make it so, if they capture objective 1, then they can spawn from that area?

Thank you for your assistance

Edit the events. Siege TDM uses very simplistic events.

Wow that is very helpful of you, I really couldn't think of that one on my own.

I've managed to figure it out, the only thing now is finding out how to set the event so, when lets say capture point 1 is taken over, the attackers may start spawning from a new designated location, and please don't tell me to edit the events, that doesn't really help

Wow that is very helpful of you, I really couldn't think of that one on my own.

I've managed to figure it out, the only thing now is finding out how to set the event so, when lets say capture point 1 is taken over, the attackers may start spawning from a new designated location, and please don't tell me to edit the events, that doesn't really help
make a teleporter?

Wow that is very helpful of you, I really couldn't think of that one on my own.

I've managed to figure it out, the only thing now is finding out how to set the event so, when lets say capture point 1 is taken over, the attackers may start spawning from a new designated location, and please don't tell me to edit the events, that doesn't really help

Edit the ev-

Make spawnrooms with invisible buttons corresponding to the capture points. When a certain point is captured the button corresponding to the capture point appears and allows players to spawn there. There is no way you can change a spawn using space guy's gamemode.

There we go, thats alot more helpful, I've been trying to figure out whether I could on Spaceguys mod. But I can't seem to find a script for a teleporter or anything like that.

I dont see an edit button, but I think the setplayertransform method would be alot better, except for the fact that I can't seem to find a proper download for it. The only one I found using the search button turns up an undownloadable file.

it should be on RTB
There we go, thats alot more helpful, I've been trying to figure out whether I could on Spaceguys mod. But I can't seem to find a script for a teleporter or anything like that.
just use events, no need to get scripting involved

Ok, Ive gotten ahold of teleporting and understand how it works. The only thing now that I'm left with is, letting players teleport only when for example capture 1 is in control by theyre team, instead of them being able to teleport willy nilly.

Get minigame events. If you don't know what to do from there, oh well.

try having spawns uncolisioned over top of a baseplate in a box, then on the plate have it named with
onplayertouch>namedbrick[1]>setplayertransform(enabled)
onplayertouch>namedbrick[2]>setplayertransform(disabled)
onplayertouch>namedbrick[3]>setplayertransform(disabled)
onplayertouch>namedbrick[4]>setplayertransform(disabled)
onminigamereset>self>seteventsenabled[0][X]
onminigamereset>self>seteventsenabled[1 2 3]


then on the capture points, enabled the correct event to teleport to it and disable the others

What does the command onminigamereset actually mean? And it would be great if you could explain what each function did and its effects step by step to me, so i can grab a general idea of how each line of event works?

Thank You

onplayertouch - when a player touches that brick
onminigamereset - when the minigame resets
namedbrick - targets a brick with a name
self - targets itself
seteventsenabled - enables/disables events
setplayertransform - teleports

they're pretty self explanitory...

Oh I think I understand what you mean, but the idea being, they will always spawn at the same location. The only thing is, there are 3 control points in the game. So when the first point is captured, theres a button they can press at theyre spawn point to teleport them to the captured control point. And the same for the second one as well. So the idea is to physically have the 2 teleports for the 2 capture point spawns there, but deactivated if not in control of said team.

oh, that's even easier...
button 1:
onactivate>namedbrick[CP1]>setplayertransform
onminigamereset>self>setcolorfx[none]
onminigamereset>self>seteventsenabled[0]

CP 1:
onteam1capture>namedbrick[button1]>seteventsenabled[0][X]
onteam1capture>namedbrick[button1]>setcolorfx[glow]
onteam2capture>namedbrick[button1]>seteventsenabled[0]

onteam2capture>namedbrick[button1]>setcolorfx[none]

and so on like that