CTF Flag Captures to Win

Darth Cyrax

L2: Junior Member
Nov 29, 2008
94
8
Hey, I was wondering how to change the number of flag captures it takes to win. I've seen it in other maps(such as 4 instead of 3) so it should be possible, but I can't seem to find how anywhere.
Thanks in advance
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
OMG Boojum is wrong for once.... well hes not totally wrong it is a server setting but you can change it in your map.

Make a Logic_Auto
Set OnMapSpawn - tf_flag_caps_per_round 5(change the number to whateve you want) - Command - tf_flag_caps_per_round 5(needs to match other value)
 

Darth Cyrax

L2: Junior Member
Nov 29, 2008
94
8
I could always have it change back to 3 when the map is done... just saying
thanks
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
IMO it should really be designed the other way around: The map has a default, and the server can override it for the duration of a map via setting a cvar.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
You can't have it change back when the map is done, because the server can change the map whenever it likes.
Terr, that would be just as bad.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
How would it be just as bad? Surely the mapper has better details (and per-map details) about how difficult it is to cpture a flag. Some maps could be single-cap epic pushes, some might be designed as run-and-gun wars of attrition where it's easy to cap but you need ten.

It's the same pattern that seems to work pretty well when it comes to capture point times, payload speeds, or respawn rates. The server could override either of them--and woefully we see instaspawn servers--but the primary responsibility for setting those values appropriately is map-based.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
I'm confused here. I'm saying the map should be the default source of caps-per-round. If you don't trust the server operators not to butcher map play (as with instaspawn) why do you want to maintain a system where those very same server operators are the sole determinators of caps-per-round as well?
 
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