King of the Flag prefab v1
One flag, two timers
Used in ctf_tailrace.
A neutral flag resides in the center, unlocking after a set time. A team must capture the intel at the designated capzone to start their timer. Victory is achieved when their timer runs out and the flag has returned.
The path_track nodes are used as teleport destinations for the flag. The initial setup is controlled through the logic_auto. VScript is necessary to prevent the game ending after 3 captures.
Layout-wise, it is important to keep the flag accessible and discourage lockdown conditions. The easiest way to do this is to keep the map small and the capzones roughly centered between the spawns.
For delivering the flag and more, further details are here. I'd recommend setting the model to something like the atom bomb flag used in MVM to telegraph it's not something to bring back.
The neutral version stops the timer upon pickup, but then can be picked up by either team. This was used for a fusion with PLR. Not recommended to use straight.
A neutral flag resides in the center, unlocking after a set time. A team must capture the intel at the designated capzone to start their timer. Victory is achieved when their timer runs out and the flag has returned.
The path_track nodes are used as teleport destinations for the flag. The initial setup is controlled through the logic_auto. VScript is necessary to prevent the game ending after 3 captures.
Layout-wise, it is important to keep the flag accessible and discourage lockdown conditions. The easiest way to do this is to keep the map small and the capzones roughly centered between the spawns.
For delivering the flag and more, further details are here. I'd recommend setting the model to something like the atom bomb flag used in MVM to telegraph it's not something to bring back.
The neutral version stops the timer upon pickup, but then can be picked up by either team. This was used for a fusion with PLR. Not recommended to use straight.