Is this possible and how would I do it?

Draken-Korin

L1: Registered
Jun 30, 2009
5
0
okay I'm a relative nooby at mapping but I have a question.

Would it be possible to create a CTF map with a central point which can be capped by either team but when Capped moves the intelligence that team needs to obtain to another more easily taken location?

The point would also have to decay back to neutral if left alone for say 3 minutes or so and when it hits neutral would have to send the intel back to whence it came and also if the other team capped it send their own intel back to where it came and bring the other team's forward.

... if this is possible could someone tell me how to do it? ^^;
 

drp

aa
Oct 25, 2007
2,273
2,628
it definitely sounds like it could be done. the logic behind it would be simple, but i would wait for someone with more entity experience here to help you. someone might even be nice enough to give you a prefab :)
 

Draken-Korin

L1: Registered
Jun 30, 2009
5
0
okay thank you. lol I'm pretty terrible at this because this is my first map.

it's my own solution to the complaints about CTF on the server I play on so I want this to work xD
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
This is definitely possible. Like most things in Source, the setup is pretty easy, but understanding and executing takes time. Here's what ya do. Start w/ a normal ctf map. I highly recommend that you take some extra time to plan the design, especially when shortcuts are involved. The hud will be straight ctf, so make sure you have plenty of signs and sounds directing people to the capture point. Place the cap as normal; start neutral & both teams can grab it.

Now it gets a little tricky. Remember you must do these steps for both teams. I'll be using Red for the example. Place a second intelligence in the new location. Give it all the same properties, but a different name and 'start disabled'. Go back to your cp. Create the following outputs; OnCapTeam1, intel_red_1, Disable & OnCapTeam1, intel_red_2, Enable. You also need to change the enemy flag when the cp is taken. So we'll add two more outputs and flip them; OnCapTeam1, intel_blu_1, Enable & OnCapTeam1, intel_blu_2, Disable.

That does it for the flags. If you want the cp to return to neutral status, we need a few more things. First add 'logic_timer' somewhere near the cp. Set 'Use Random Time' to 'no', and 'Refire Interval' to 180 (3min.). Also have it start disabled. Now back to the capture point and add; OnCapTeam1, timer_cp_1, Enable. Return to the timer and add 'OnTimer, timer_cp_1, Disable'. Time is finished, both the cap & the flags needs to reset. So also add; OnTimer, cap_1, SetOwner, 0; OnTimer, intel_red_2, Disable & OnTimer, intel_red_1, Enable.

Voila. Once you wrap your head around the I/O system, it gets progressively easier. If you want to alert players of the countdown, you could also include text messages like 'xx seconds until cp is neutral', and just have those fire from the timer when appropriate. I think every 30 seconds will suffice. Good luck :)
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Good thinking peep
 

Draken-Korin

L1: Registered
Jun 30, 2009
5
0
This is definitely possible. Like most things in Source, the setup is pretty easy, but understanding and executing takes time. Here's what ya do. Start w/ a normal ctf map. I highly recommend that you take some extra time to plan the design, especially when shortcuts are involved. The hud will be straight ctf, so make sure you have plenty of signs and sounds directing people to the capture point. Place the cap as normal; start neutral & both teams can grab it.

Now it gets a little tricky. Remember you must do these steps for both teams. I'll be using Red for the example. Place a second intelligence in the new location. Give it all the same properties, but a different name and 'start disabled'. Go back to your cp. Create the following outputs; OnCapTeam1, intel_red_1, Disable & OnCapTeam1, intel_red_2, Enable. You also need to change the enemy flag when the cp is taken. So we'll add two more outputs and flip them; OnCapTeam1, intel_blu_1, Enable & OnCapTeam1, intel_blu_2, Disable.

That does it for the flags. If you want the cp to return to neutral status, we need a few more things. First add 'logic_timer' somewhere near the cp. Set 'Use Random Time' to 'no', and 'Refire Interval' to 180 (3min.). Also have it start disabled. Now back to the capture point and add; OnCapTeam1, timer_cp_1, Enable. Return to the timer and add 'OnTimer, timer_cp_1, Disable'. Time is finished, both the cap & the flags needs to reset. So also add; OnTimer, cap_1, SetOwner, 0; OnTimer, intel_red_2, Disable & OnTimer, intel_red_1, Enable.

Voila. Once you wrap your head around the I/O system, it gets progressively easier. If you want to alert players of the countdown, you could also include text messages like 'xx seconds until cp is neutral', and just have those fire from the timer when appropriate. I think every 30 seconds will suffice. Good luck :)

Thank you =D I'll just need to work out precisely what you just said and I'll be set xD

But I'm sure I'll get it, thank you again.