//******************************************************************************
//  _____                  _    _             __
// |  _  |                | |  | |           / _|
// | | | |_ __   ___ _ __ | |  | | __ _ _ __| |_ __ _ _ __ ___
// | | | | '_ \ / _ \ '_ \| |/\| |/ _` | '__|  _/ _` | '__/ _ \
// \ \_/ / |_) |  __/ | | \  /\  / (_| | |  | || (_| | | |  __/
//  \___/| .__/ \___|_| |_|\/  \/ \__,_|_|  |_| \__,_|_|  \___|
//       | |               We don't make the game you play.
//       |_|                 We make the game you play BETTER.
//
//            Website: http://openwarfaremod.com/
//******************************************************************************

//******************************************************************************
// GAMETYPE DESCRIPTION
//******************************************************************************
// In Headquarters players on both teams need to capture the objective once 
// active and defend it for certain amount of time to gain points. Once a team
// captures the objective the team will receive certain amount of points every
// 5 seconds.
//
// There are two modes in Headquarters. In Mode 0, once the objective is captured
// by one team the objective will respawn in another location once it's destroyed
// but the other team. In Mode 1, once the objective has been capture by one team
// it can be re-captured by the other team and it will not re-spawn in another
// location thus both teams can score points until the objective is automatically
// relocated by the game.

//******************************************************************************
// HEADQUARTERS SETTINGS
// ALL VARIABLES WORK IN RANKED AND UNRANKED MODES
//******************************************************************************
// PLEASE REMEMBER TO UNCOMMENT THE LINES BY REMOVING THE DOUBLE SLASHES (//)
// WHEN CHANGING A VALUE. PLEASE DO NOT UNCOMMENT LINES SET TO DEFAULT VALUES.
//******************************************************************************

// Gametype mode to play (check gametype description)
set scr_koth_kothmode "0"

// Once the objective is captured by a team it will take this amount of time
// to auto-destroy if it's not captured back by the other team
// Values: Between 0 and 300.
set scr_koth_autodestroytime "60"

// Time it will take to capture the objective by a single player. The more players
// within the capture zone the lower the time to capture the objective
// Values: Between 0 and 300.
set scr_koth_capturetime "35"

// Delay players on the capturing team if they die until the objective is captured
// back by the other team or it auto-destroys.
// 0 = Disabled, 1 = Enabled (default)
set scr_koth_delayPlayer "1"

// Time it will take for a single player to re-capture the objective once it's been
// captured by the other team
// Values: Between 0 and 300.
set scr_koth_destroytime "15"

// Number of lives that each player will have.
// 0 = Unlimited, 1-10: Number of lives for the round.
set scr_koth_numlives "0"

// Seconds it will take the player to respawn again once killed.
// -1 = Instance respawn, 0 = 10 seconds, > 0 Time in seconds
set scr_koth_playerrespawndelay "7.5"

// Number of total rounds that will be played
set scr_koth_roundlimit "1"

// Number of rounds to play before switching sides
set scr_koth_roundswitch "1"

// Score limit to win the match
// When the score limit is set to 0 the game will be played based on the time limit 
set scr_koth_scorelimit "0"

// Maximum time it will take for players to re-spawn when they have captured the objective
// Values: Between 0 and 300.
set scr_koth_spawnDelay "5"

// Time it will take for the objective to become active after spawning in the game. Teams
// can move toward the objective and secure the zone before the objective becomes active
// and be captured.
// Values: Between 0 and 300.
set scr_koth_spawntime "30"

// Time limit for each round. Round will finish once the team limit is reached.
set scr_koth_timelimit "15"

// Seconds it will take to spawn new waves of players
set scr_koth_waverespawndelay "0"

// Which teams will see the 3D world icons flash in the game when a team is capturing the objective
// 0 = No flashing, 1 = Only for team capturing (default), 2 = Both teams see the flashing
set scr_koth_flash_on_capture "1"

// Which teams will see the 3D world icons flash in the game when a team is destroying the objective
// 0 = No flashing, 1 = Only for team destroying (default), 2 = Both teams see the flashing
set scr_koth_flash_on_destroy "1"

// Wait until the end of the round to perform a team-balance
// 0 = Disabled (default), 1 = Enabled
set scr_koth_teambalanceendofround "0"