Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
- Option for control point props to spawn frozen
- Automatically change the prop's skin on capture (1 for red, 2 for blue) if it's set to models/props_gameplay/cap_point_base.mdl
- Support for TF2 maps, pulling data from the team_control_point_master and all paired team_control_point / trigger_capture_area entities and autospawning points with their settings
A way is that you can make the enemy player team is to be apart of the npc team?
trigger spwan waved. game resert. point counter etc.
we just made it so the red team has to spawn crows / pigeons inside the commandposts they want to capture, might have been a canditate that forgot to do this, but what matters is that the blue team won with hard work aswell! :DD
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2311549692
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2311549692