Preface: Making this was a two lane victory. On one hand I made 2cp in workshop, on the other hand I made it easy enough for players to modify and customize. I made this as a challenge, and a challenge it sure has been. I started making this mode haphazardously, without really thinking about what I was doing with the code. It started fine, but then things slowly began to break the more code I added. Eventually I got frustrated and had to take a break, and reorganize the code. And it helped a lot. I cut down a lot of unnecessary rules, and made it more logically sound by separating pieces that were stuck together in hopeless pieces of an unfinished puzzle.
I tried to recreate 2CP as faithfully as I could, but there are some things I didn’t put in. 1) Overtime will activate even if nobody had touched the point a second before the match time gets to 0. 2) Overtime will not speed up depending on how long it has lasted. 3) The point capture meter is not split into thirds. It is a single continous capture, and will reset back to zero. However, with the unmodified code, it captures faster than normal 2CP so hopefully that makes up for it. I hope you guys study this, as I studied many others’ codes to gain a better understanding in not just workshop logic, but programming logic in general. It’s a lot to take in, but we all start from ground 0. This is a huge accomplishment for me, and I am so happy I got this project completed!
Video showing how it works: [Workshop] Custom 2 Capture Point Framework - YouTube
Position Finder - HT7WH
Use this to find which 2 positions you want to use for your custom capture points.
2CP Framework - 0CR9C
Variable table:
PLAYER
T | Logic (1,2) - Team variable
GLOBAL
A | Red ring ID
C | Visual point capture meter ID
D | Ring matching meter ID so it looks more solid lol
F | Point Flag icon ID
G | Boolean - is attacker on point
R | Boolean - is defender on point
M | Capture point speed integer
K | Grace period timer integer
N | Game time minutes
O | Game time seconds
U | Game timer HUD text
B | Capture % HUD text
P | Overtime timer integer
Q | Overtime HUD text
V | Overtime clock HUD text
X | Logic (1,2) - Which point is currently active
xXxXxXxXx
==> And for your convenience, a condensed list of rules you’ll have to edit to customize the mode.
RULES TO UPDATE POSITIONS:
==> Point A/B : [0]
RULES TO UPDATE GAME TIME:
==> Actions: [1], [10] (If you want to adjust how much time is added to the clock after point A cap, use this rule as well)
RULES TO UPDATE CAPTURE SPEED:
==> -Global Variable M-
==> Conditions: [7], [8], [9], [11], [12]
==> Actions: [1], [10]
==> If M is less than 10, capture will be faster. If M is greater than 10, capture will be slower.
RULES TO UPDATE SPAWN ROOMS:
==> Actions: [20], [21]
RULES TO UPDATE OVERTIME:
==> Actions: [1], [17]