Would this be possible to do?
For those who don’t know what CoD or search & destroy is:
It’s a gametype in the game Call of Duty, where each player has only one life. Get killed and the round is over for you. A typical round takes 3 minutes.
If all players of one team are dead, the other team wins obviously.
There are 2 objectives that must be blown up by Allies. Blowing either one will win them the round.
All the above things can probably be easily done by mapping (using the LMS gametype with only one life). (In LMS, when all axis are dead, allies win right? What about time-limit reached and not everyone dead? what happens then?)
And now the catch: When the dynamite allied planted is defused by axis, axis wins the round instantly. No waiting for roundtime to end, defuse once, and you win.
I’ve been thinking about doing this without using a mod… and i concluded that it MIGHT be possible, although im gonna need some help 
I think you can have the game “check” how many dynamites have been planted at an objective? (accum 0 set_to_dynamitecount <targetname>)
Well i thought about making a scriptblock in the game_manager run every second, and make it check if accum 0 = 1. like this maybe:
trigger loop
{
wait 1000
trigger self loop
accum 0 abort_if_equal 0
trigger self dynamite_planted
}
This way, “dynamite_planted” gets run only when one or more dynamite has been planted at
Then, let the scriptblock “dynamite_planted” do the same loop, but have it check if accum 0 is 0 again. If this is true, then make the axis win the map.:
trigger dynamite_planted
{
wait 1000
trigger self dynamite_planted
accum 0 abort_if_not_equal 0
trigger self axis_win
}
Well, when i write it down like this it seems to be able to work! But i haven’t got time to test this this week… i just wanted to share this with you and ask for advice or anything… am i missing something? I hope not, i love S&D 
EDIT: Oh also, i forgot one thing…
when the dynamite has been planted, the time stops. So planting in the last second is not too late.
But this can be done by making the roundtime longer as soon as “trigger dynamite_planted” has been run? I’ve seen roundtimes getting longer… i think in temple?
EDIT 2:
OMFG forget everything i said… i just saw this:
EVENTS:
defused
Called when a stick of dynamite is defused inside a trigger_objective_info entity.
Note: The TOI must target a func_constructible, for this event to be called.
dynamited
Called when a stick of dynamite is armed inside a trigger_objective_info entity.
Note: The TOI must target a func_constructible, for this event to be called.
Thanks to chruker’s site! 
That will make it easier LOL
btw in the table following these “statements” on chruker’s site it says the entity that can call these events is a “target_objective_info” should this be trigger_objective_info, or is this another entity that’s not with the editor by default? 

