How to reduce time Hero Select and Control Point unlocking

Working on a Control mode gamemode. Figured out how to keep Team 2 in spawn room longer.

  1. Now looking to reduce time spent in Hero select from the usual ~35sec to something like 15-20 sec.

  2. Looking to have Control point unlocked from the start instead of waiting ~25 sec.

Another thing im trying to figure out is how to keep Team 1 from being able to capture control point and also avoid delay capture if they sit on the point. Best thing i could come up with is if Team 1 Is on Objective then wait 1 sec and Respawn, if any1 else figures a better way then lmk.

reduce time spent in Hero select from the usual ~35sec to something like 15-20 sec.
rule("assembling hero time")
{
	event
	{
		Ongoing - Global;
	}

	conditions
	{
		Is Assembling Heroes == True;
	}

	actions
	{
	          Set Match Time(Random Integer(10, 15));
	}
}
Control point unlocked from the start instead of waiting ~25 sec
rule("Match time")
{
	event
	{
		Ongoing - Global;
	}

	conditions
	{
		Is Game In Progress == True;
	}

	actions
	{
		Set Match Time(5);
	}
}
2 Likes

Awesome thanks Rany. Would you mind checking my other thread as the Spawn room delay is not working like you suggested. Have these two rules and what doesnt work is they dont respect each other in Control mode when it comes to Set Match Time.

rule(“Spawn Room Delay Control Team 1”)
{
event
{
Ongoing - Each Player;
Team 1;
Symmetra;
}

conditions
{
	Is In Setup == True;
	Event Player == True;
}

actions
{
	Set Match Time(0);
	Big Message(Event Player, String("Drop", Null, Null, Null));
	Big Message(Event Player, String("Turrets", Null, Null, Null));
	Wait(60, Ignore Condition);
	Big Message(Event Player, String("Incoming", Null, Null, Null));
}

}

rule(“Spawn Room Delay Control Team 2”)
{
event
{
Ongoing - Each Player;
Team 2;
All;
}

conditions
{
	Is In Setup == True;
	Event Player == True;
}

actions
{
	Set Match Time(60);
	Big Message(Event Player, String("Wait", Null, Null, Null));
	Wait(60, Ignore Condition);
	Big Message(Event Player, String("Capture", Null, Null, Null));
}

}

Why Symmetra? Is it only one hero in team 1?
Ongoing - Each Player;
Team 1;
Symmetra;

As I said before you can lock only attacking team in its spawn.
If you want to keep team 2 inside its spawn then make sure that chosen game mode corresponds it and team 2 is on attack.

Im trying to make a Symmetra Maze type game. Where Team 1 full of Symmetras have 1min setup time before Team 2 is allowed exit to capture the point. I guess if i shouldnt use Control or Elimination and use Assault instead… how can I make 1st capture point invalid and only the 2nd capture point valid? so as to make the journey a tad longer?

There is no a way to skip an objective position(0).
We have no a map builder so far.
If there are 3 objective positions then you can use

code
actions
{
	Start Forcing Spawn Room(Team 2, 2);
}

So they need to run from last spawn to capture first one.

Well in an Assault there would be 2 Capture Points and the 1st Capture point is usually close to the Attacker spawn. The 2nd Spawn point for Attackers is right by the 1st Capture point. so with that code do you mean to have Attackers spawn at 2nd spawn point and capture first capture point? Is there no better way to have a team go from 1st spawn to last capture point? i feel like we are not utilizing the full length of the Assault map and still just using the 2nd half which is slightly longer than the 1st half.

You can make your own objective, teleport player to their start positions and manage all capturing process as you want it.

So if i use assault and disable built-in game mode completion doesnt that invalidate all capture points? and if so, how can i create a custom capture point or end goal on or around where the 2nd capture point would have been?

Better to use Skirmish for custom games with a custom objective.

What about a Control Mode where Set Match is 0 but force Respawn for Team 2 if they exit spawn for the next 60sec?

There are a lot of options to deal with team 2, I leave it up to you.
Choose a best way :wink: