- Dec 25, 2007
- 566
- 439
There's a very good summary of the different builtin CTF gamemodes over at the Valve wiki, so check that out if you're uncertain about what the item_teamflag can do for you.
I also want to announce loudly that anyone who is making a single-neutral-flag-take-it-to-enemy-cap-point (i.e. Invade mode), to turn on the Invade mode on the flag. This fixes the "HUD doesn't show who's carrying the flag" problem. Note that invade mode also limits the flag to the team who first picked it up, until it either is captured or returns to the start.
If you wish to manually return the flag to neutral, use:
My output named OnDrop
Target entities named item_teamflag
Via this input Skin
With a parameter override of 2
and
My output named OnDrop
Target entities named item_teamflag
Via this input SetTeam
With a parameter override of 0
To set it back to grey, neutral. Skins 1 and 2 and teams 2 and 3 can also be used if you want to set it to be Red or Blu.
I'm really happy to discover this, as it means that sometime in the past, Valve fixed the previously broken invade flag type, and likely others also.
Edit:
Summary of results from testing
CTF mode single neutral flag
Invade mode single neutral flag
I also want to announce loudly that anyone who is making a single-neutral-flag-take-it-to-enemy-cap-point (i.e. Invade mode), to turn on the Invade mode on the flag. This fixes the "HUD doesn't show who's carrying the flag" problem. Note that invade mode also limits the flag to the team who first picked it up, until it either is captured or returns to the start.
If you wish to manually return the flag to neutral, use:
My output named OnDrop
Target entities named item_teamflag
Via this input Skin
With a parameter override of 2
and
My output named OnDrop
Target entities named item_teamflag
Via this input SetTeam
With a parameter override of 0
To set it back to grey, neutral. Skins 1 and 2 and teams 2 and 3 can also be used if you want to set it to be Red or Blu.
I'm really happy to discover this, as it means that sometime in the past, Valve fixed the previously broken invade flag type, and likely others also.
Edit:
Summary of results from testing
CTF mode single neutral flag
- Teams can only pick up enemy flag or neutral flag.
- While being carried: the HUD non-carriers see will remain neutral. Firing SetTeam 2 (red) on the flag will cause their HUDs to show red; SetTeam 3 (blu) will cause it to show Blue; SetTeam 0 (neutral) returns it to neutral; the appearance of the flag does not change.
- While being carried: the carrier's HUD will show an enemy-coloured briefcase regardless of the flag's team.
- When dropped: The timer above the flag shows in the team colour as above. Teams cannot pick up their own colour flag.
- Anytime: Skin 0 give the briefcase the red "dropped/home" skin; Skin 1 for blue; Skin 2 for neutral; Skin 3 give is the red "carried by blu" skin; Skin 4 the blu "carried by red" skin, and Skin 5 the neutral "carried" skin.
- Capturing: The team's capture score will be incremented, but not the round score.
- Disabling the flag will cause the HUD to switch to two-flag mode and not point to the flag anymore.
Invade mode single neutral flag
- Teams can only pick up own flag or neutral flag.
- While being carried: the carrier's HUD will show their coloured briefcase regardless of the flag's team.
- Capturing: The team's capture score will not be incremented, but the round score will. So with the OnCaptureTeam1/OnCaptureTeam2 inputs, fire AddRedTeamScore/AddBlueTeamScore on tf_gamerules with override -1 to undo the round score bump. Capture score cannot be modified at present, so Invade mode will not currently work for contest maps which are required to be scored with capture credits.
- Disabling the flag will cause the HUD to switch to two-flag mode and not point to the flag anymore.
- Announcer sound files are missing for invade mode; so no sounds are played on flag events, and a console error message is displayed.
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