That’s what I was thinking. It’d be a bit complex, but I’d go into the spawn pad settings and set it to where only Team 1 can spawn there, and then add a button. The button’d deactivate a player-scoped barrier so everyone can get through. But it’d also increment a (team scoped) counter. It’d update a property called Team 1. Now, at the flag, I’d add a zone that decrements the same counter (via channels or wires). Add a checker wired to the zone as well. The checker would check the property value, and if it’s 0, then the game ends
HOLY TEXT WALL I’ll add pics and a better explination later lol
Wait that won’t work… I’d add a zone wired to an item granter in their base (or right outside of it). It’d be best to be inside of the base, because the other team can just go and get it (which isn’t ideal).
THEY"RE DROPDOWN BOXES CLICK THEM TO SEE WHAT I WROTE
Beginning Part
Step 1 - Spawn Pad
Ok so this is the spawn pad. I set it to Team 1, assuming that Team 2 is the tagging one. If Team 1 is the tagging team, then set the spawn pad to Team 2.
Now, add your button. No changes needed here! (except for the button message that can be whatever you want it to be).
All you need to do for your barrier is change the scope from global to player, like this:
Now, go into your checker settings. Set the check type to Value of Property. Set the property to TeamPlayers. Set the comparision to Equal to, and the number to 0.
Build a platform with a barrier, and another barrier above where you will land,
so its a sloped barrier (approx 60-75) degrees and a small barrier sticking directly above the slope.