No CTF cap limit?

Ven

L1: Registered
Sep 4, 2009
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I would like to make the cap limit on my CTF map non-existant, as its going to be a special kind of ctf map. I've already looked through the inputs of TF_Gamerules and can't find anything, and I've tried looking elsewhere with no luck. How do you change the cap limit?

Thanks.
Ven
 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
You can change server settings with commands, but I do not recommend changing servers settings with your map. Therefore is the reason I will not tell you how to do this ;)
 

Terr

Cranky Coder
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Jul 31, 2009
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I don't suppose there's a way to use the I/O system to remove a point (that is, an intel-was-capped score increase) after it is made...?
 

Swordz

L5: Dapper Member
Jun 27, 2009
224
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Well, you can set a "console command" output using the cvar tf_flag_max_caps (something like this)
 

Ven

L1: Registered
Sep 4, 2009
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I don't suppose there's a way to use the I/O system to remove a point (that is, an intel-was-capped score increase) after it is made...?

Couldn't find any I/O command for the tf_gamerules entity, and I'm not sure where else to look, as there is no tf_logic_ctf entity...
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
what is the goal of the map? I've been working on a map for a long time that has an intel that is not the main objective... check it out. I had the same problem when I was first starting it. I'm curious to know what your gametype is...
 

Terr

Cranky Coder
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Jul 31, 2009
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Try the game_score entity, set the flags for "allow negative" and "Team score" and set it to -1. When someone caps the flag (OnCapture) trigger the game_score (maybe with a tiny delay) passing the !activator. (So it knows which team to subtract one from.)

Haven't tried it, but could work.

Edit: Now that I went through the VDC and actually have the keywords, searching with those keywords shows it was posted [ame=http://forums.tf2maps.net/showthread.php?t=804]here all along[/ame] :p
 
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Ven

L1: Registered
Sep 4, 2009
18
0
Try the game_score entity, set the flags for "allow negative" and "Team score" and set it to -1. When someone caps the flag (OnCapture) trigger the game_score (maybe with a tiny delay) passing the !activator. (So it knows which team to subtract one from.)

Haven't tried it, but could work.

Edit: Now that I went through the VDC and actually have the keywords, searching with those keywords shows it was posted here all along :p

Thanks, but as they pointed out in the thread, game_score is used for player score, not CTF score.

what is the goal of the map? I've been working on a map for a long time that has an intel that is not the main objective... check it out. I had the same problem when I was first starting it. I'm curious to know what your gametype is...

Funnily enough, turns out that the link Terr gave me shows someone else who apparently came up with the same gametype as I. There is a flag in the center of the map, and the goal of both teams is to grab the flag, bring it back to their capture zone and defend it for 5 minutes. A KOTH+CTF hybrid.
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
cool, the way I've gotten around it in my gametype is rather complicated, but involves setting the intel to koth, and triggering both scoring and all sounds manually.
 

Ven

L1: Registered
Sep 4, 2009
18
0
cool, the way I've gotten around it in my gametype is rather complicated, but involves setting the intel to koth, and triggering both scoring and all sounds manually.

With a trigger multiple? Alright, thanks, I'll give it a shot.

BTW, don't tell me this is YOUR gametype too... :eek:hmy:

EDIT: Which filter decides whether or not the player is carrying the flag?
 
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Artesia

L6: Sharp Member
Nov 11, 2008
278
72
basically my map is set to CP mode... with the intel set to koth, setting it to koth was the only way it wouldn't end the map after 3 captures. as for the sounds, I think some of the outputs on the item_teamflag that valve gave us would make my system simpler. Basically on pickup of the intel, I use triggers to see which team picked it up, then use my soundsystem to play the correct sound for each team (since the sounds were absent since it isn't on ctf mode)

question, are you wanting to have to hold the intel at the capture zone for 5 minutes BEFORE they can cap? or do they cap it then hold for 5 minutes?

if its before they can cap, I would suggest putting an inaccessibly capture zone under the capture area, so they are pointed to it, and can see they are there, but can't cap it... then have a trigger multiple that is filtered to the intel (might have to use a logic_measurement_movement to move a func_physbox in relation to the intel, if filtering for the intel doesn't work), this trigger multiple onstarttouch starts the timer and onendtouch pauses the timer. On the item_teamflag dropping the intel pauses the timer. At the end of the timer, enable another capture area above the hidden one, that they can access.

I think that should do it...

if they cap then defend, its even easier, parent the intel to a moving platform that moves it under the ground so you can't get to it, after you pick up the intel, move that platform down. Onreturn of the item_teamflag raises it again, but it won't raise when it's captured, so once they capture it they can't get it again. after it is captured, switch ownership of a cp to the attacking team, and start the timer. if the defenders can reclaim the cp by the end of the time, then they win.
 

Ven

L1: Registered
Sep 4, 2009
18
0
basically my map is set to CP mode... with the intel set to koth, setting it to koth was the only way it wouldn't end the map after 3 captures. as for the sounds, I think some of the outputs on the item_teamflag that valve gave us would make my system simpler. Basically on pickup of the intel, I use triggers to see which team picked it up, then use my soundsystem to play the correct sound for each team (since the sounds were absent since it isn't on ctf mode)

question, are you wanting to have to hold the intel at the capture zone for 5 minutes BEFORE they can cap? or do they cap it then hold for 5 minutes?

if its before they can cap, I would suggest putting an inaccessibly capture zone under the capture area, so they are pointed to it, and can see they are there, but can't cap it... then have a trigger multiple that is filtered to the intel (might have to use a logic_measurement_movement to move a func_physbox in relation to the intel, if filtering for the intel doesn't work), this trigger multiple onstarttouch starts the timer and onendtouch pauses the timer. On the item_teamflag dropping the intel pauses the timer. At the end of the timer, enable another capture area above the hidden one, that they can access.

I think that should do it...

if they cap then defend, its even easier, parent the intel to a moving platform that moves it under the ground so you can't get to it, after you pick up the intel, move that platform down. Onreturn of the item_teamflag raises it again, but it won't raise when it's captured, so once they capture it they can't get it again. after it is captured, switch ownership of a cp to the attacking team, and start the timer. if the defenders can reclaim the cp by the end of the time, then they win.

I see what you're saying with the intel stuff, that's easy. For the rest, I already have it setup. Although, what you're talking about isn't my gametype. It's basically KOTH, with both team's timers, but it has nothing to do with a control point, and instead a Flag that must be captured for the timer to go down. And for the flag thing, I just made it so that there are three flags; but only one is enabled at a time.

The neutral one that can be capped by both teams starts in the middle, and then when, let's say Blu caps it, the one in the center is disabled, and one that belongs to the Blu team so that only Red can pick it up becomes enabled at their Capture Zone. Then the timer starts going down, and the other team has to try and steal it and cap it themselves for five minutes, back and forth between the two sides.

Anyways, I'll be looking at the source of your map to figure out how you did it.

Thanks.
Ven

EDIT: Nice map, and I figured it out, thanks.
 
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Terr

Cranky Coder
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Jul 31, 2009
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Thanks, but as they pointed out in the thread, game_score is used for player score, not CTF score.
Huh, it sounded like the " Team Points" flag would mean CTF Score. Maybe it means "to everyone on the same team".
 

Ven

L1: Registered
Sep 4, 2009
18
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CTF captures are sub-points. Team points are what you see on the scoreboard. Which you get one of after enough captures to win the round.

Which is why I can't seem to remove the CTF capture points from a team after they cap it. I'm just doing it now so that my map MANUALLY captures it, instead of a func_capturezone.