Author Topic: Variable event - ifteamcapture  (Read 912 times)

Have you ever said, "Hey, I want to make people capture all the forts instead of just climbing on a minijet, dropping some bombs on the enemy's main base, and capturing it before they can even figure out what's going on"? Well, I have.

This would make it a whole lot easier to do TDM's based on capturing territories to win the game (instead of just putting a capture on the enemy fort and letting everybody ignore the other capture points). There might be some other way I don't know about, but this would be five seconds v.s. fifty minutes.
« Last Edit: July 14, 2009, 07:45:47 AM by Evil Robin »

I have know idea what you just said. :cookieMonster:

I just saw this on a server.

Really? Any idea how they made it work?

onTeamXCapture events already exist.

onTeam#Capture events already exist.
That would make more since with # instead of a X

onTeamXCapture events already exist.
Well, okay, thats great. But, I haven't seen those events anywhere (Old RTB forums, new RTB forums, BL forums...)

I'm pretty sure they come with TDM.

Have you ever said, "Hey, I want to make people capture all the forts instead of just climbing on a minijet, dropping some bombs on the enemy's main base, and capturing it before they can even figure out what's going on"? Well, I have.

This would make it a whole lot easier to do TDM's based on capturing territories to win the game (instead of just putting a capture on the enemy fort and letting everybody ignore the other capture points). There might be some other way I don't know about, but this would be five seconds v.s. fifty minutes.

Put some kind of lock on it the requires you to find a key to unlock it and capture?

Or maybe just take out minijets.

I have know idea what you just said. :cookieMonster:

This. I read it like five times and It made no sense at all.

You can also set control points as 'locked' and unable to be captured or set points, spawns and vehicles as allied to specific teams using events.

You can have multiple capture points, right? then they would have to capture all the enemy forts instead of just the main one...

Yes.

If Variable Events is updated to include minigames as a type, I could add some more support to Team Deathmatch for the new 'variable replacers' thing.

<var:client:tdmteam>
<var:client:tdmleader>
<var:brick:tdmteam> (brick team allied for capture points)
<var:minigame:team1...6count>
<var:minigame:team1...6lead> (exists or not)
« Last Edit: July 15, 2009, 01:42:51 PM by Space Guy »