Intelligence question

Daedryon

L3: Member
Dec 5, 2009
134
3
Is there a way to change how many intel captures it takes to win a round?

I want to change the basic 3 captures, and I've tried using a point_servercommand entity, and an "OnMapSpawn" Output, but that didn't work.
 

Daedryon

L3: Member
Dec 5, 2009
134
3
I was on an idle/achievement server, and they were using the map achievement_idle_ultimatev103 (they now use achievement_idle_ultimatev104), and they had 3 sets of capturable intel that you could capture over and over.

I'm gonna try to decompile the map and check it out to see if I can figure out how they did it.
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
I think if you set the item_teamflag gametype to something other than CTF, it will not increment the "capture" counter in the HUD. You could then use a math_counter and game_round_win to determine the winner.
 

Daedryon

L3: Member
Dec 5, 2009
134
3
I didn't find anything different on achievement_idle_ultimatev104.

But I don't want the count to go up, or a round to end, etc.

This is just for like picking up the Intel for objective-related achievements.

Plus with the Demo's Eyelander, you need 5 crit kills, and the only way to get crits with the Eyelander is either a Medic's ubercharge, or while carrying the intel.


Another question. What dictates where a player carrying the intelligence drops it?

Does the intel have a certain area of being able to be carried without being automatically dropped?
 

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
Another question. What dictates where a player carrying the intelligence drops it?

Does the intel have a certain area of being able to be carried without being automatically dropped?

Certain brush entities wont allow the intel to be carried through it. For example the func_respawnroom entity.
 

Daedryon

L3: Member
Dec 5, 2009
134
3
Certain brush entities wont allow the intel to be carried through it. For example the func_respawnroom entity.

Odd...on my map, I was able to bring the intel right into the enemy respawn room (this was during a quick compile+test)...
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
I just tested, setting item_teamflag's gametype to something other than CTF does still work to prevent captures from counting.

Players will automatically drop a carried flag upon entering a func_respawnroom of their team (enemy spawnrooms have no effect). There is also the new func_respawnflag entity that will cause the flag to be returned to its base.
 
T

The Asylum

Using a point_servercommand and a logic_auto:

Name your servercommand Command (i always do)

Now in your logic_auto, you need this output:

Name: OnMapSpawn
Target: Command
Input: Command
Parameter: tf_flag_caps_per_round number*

Where number* is the number of flag caps you want. I don't think it will go above 9, and setting it to 0 will disable the counter, enabling infinite caps
 

Daedryon

L3: Member
Dec 5, 2009
134
3
Using a point_servercommand and a logic_auto:

Name your servercommand Command (i always do)

Now in your logic_auto, you need this output:

Name: OnMapSpawn
Target: Command
Input: Command
Parameter: tf_flag_caps_per_round number*

Where number* is the number of flag caps you want. I don't think it will go above 9, and setting it to 0 will disable the counter, enabling infinite caps

Perfect. I read something about servercommand, but it never mentioned a logic_auto.