- Dec 25, 2007
- 566
- 439
If Valve fixes the scoring in Invade mode, I'll be using it, and create a sample VMF; but until then it's not usable for the contest, so follow the instructions in grazr's link.
I've seen that problem whenever there is a single neutral intelligence that gets disabled at some point. Although if you're teleporting it, I guess you're already using the workaround to avoid disabling it?The modified ctf config does work well, but I've noticed a bug where it reverts to two intel pointers on the HUD. I'm not sure what causes this at the moment so I don't know how to remedy it.
Quote from the OP there (concurring with Pseudo). I have only seen this happen when the intel was disabled; in ctf_desind_a2, I instead use two point_teleports: one where the flag spawns, one directly below it in a room inaccessible to players. So I teleport it to the inaccessible one on capture, and teleport it back to the first ten seconds later.Disabling the flag will cause the HUD to switch to two-flag mode and not point to the flag anymore.
Eric Smith said:We'll have fixes for the things you reported (all 4 of them) in the next TF2 update. You'll need to update your .fgd file with the red sections in the block below. Let me know if you have any other problems with your "Invade" CTF maps.
Eric Smith
Valve
NeutralType(choices) : "Neutral flag (Invade)" : 1 : "Only used for the Invade game type. When should a dropped Invade flag become neutral?" =
[
0 : "Never"
1 : "Default (30 seconds)"
2 : "Half of the Return Time."
]
ScoringType(choices) : "Scoring style (Invade)" : 0 : "Only used for the Invade game type. When the Invade flag is captured, how should the team be rewarded? 'Score' is the team score in the scoreboard. 'Capture count' is the team capture count used in the HUD." =
[
0 : "Increment score"
1 : "Increment capture count"
]
Btw, you'd only need one point_teleport and a delay to send it there after cap/return, just have the flag spawn in the inaccessible room and a logic_auto to send it out on round start. Saves you one entitySo if you don't want the flag to instantly respawn ready for pickup, make an inaccessible room with a point_teleport in it to teleport the flag to on capture (and/or on return); then after the appropriate delay, teleport it to another point_teleport where you want the flag to be picked up from.
I've seen that problem whenever there is a single neutral intelligence that gets disabled at some point. Although if you're teleporting it, I guess you're already using the workaround to avoid disabling it?
Btw, you'd only need one point_teleport and a delay to send it there after cap/return, just have the flag spawn in the inaccessible room and a logic_auto to send it out on round start. Saves you one entity
@PointClass base(Targetname, Parentname, GameType, TeamNum, EnableDisable, Angles) studio("models/flag/briefcase.mdl") = item_teamflag : "Team Fortress flag entity."
[
ReturnTime(integer) : "Return time (in seconds)" : 60 : "Length of time (in seconds) before dropped flag/intelligence returns to base."
NeutralType(choices) : "Neutral flag (Invade)" : 1 : "Only used for the Invade game type. When should a dropped Invade flag become neutral?" =
[
0 : "Never"
1 : "Default (30 seconds)"
2 : "Half of the Return Time."
]
ScoringType(choices) : "Scoring style (Invade)" : 0 : "Only used for the Invade game type. When the Invade flag is captured, how should the team be rewarded? 'Score' is the team score in the scoreboard. 'Capture count' is the team capture count used in the HUD." =
[
0 : "Increment score"
1 : "Increment capture count"
]
flag_model(string) : "Model" : "models/flag/briefcase.mdl" : "The model to be used for this entity."
trail_effect(choices) : "Use Trail Effect" : 1 : "Use trail effect when the player is carrying the flag." =
[
0 : "None"
1 : "All Effects"
2 : "Paper Trail Only"
3 : "Color Trail Only"
]
// Inputs
input ForceDrop(void) : "Force the flag to be dropped if it's being carried by a player."
input ForceReset(void) : "Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location."
// Outputs
output OnReturn(void) : "Sent when the flag is returned via timer."
output OnPickup(void) : "Sent when the flag is picked up."
output OnPickupTeam1(void) : "Sent when the flag is picked up by RED."
output OnPickupTeam2(void) : "Sent when the flag is picked up by BLU."
output OnDrop(void) : "Sent when the flag is dropped."
output OnCapture(void) : "Sent when the flag is captured."
output OnCapTeam1(void) : "Sent when the flag is captured by RED."
output OnCapTeam2(void) : "Sent when the flag is captured by BLU."
]
Ooh, those look useful.input ForceDrop(void) : "Force the flag to be dropped if it's being carried by a player."
input ForceReset(void) : "Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location."
Yep.Does that mean we'll actually be able to use the invade mode on the flag without problems?
Yeah, Eric's da man!<3 Eric
...
Fixed the return progress bar above a dropped flag not animating if the return time on the flag is less than 30 seconds
Fixed the CTF HUD not properly handling flags being disabled/enabled during the round
...
[B]Community requests[/B]
Added new options for the Invade CTF game mode flag. Default is 1
0 : No neutral time
1 : Flag goes neutral in 30 seconds (current behavior)
2 : Flag goes neutral in 1/2 the return time
Added scoring choice for the Invade CTF game mode. Default is 0
0 : Increment score (current behavior)
1 : Increment capture count
Added new inputs to item_teamflag
ForceDrop : Force the flag to be dropped if it's being carried by a player
ForceReset : Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location
SetReturnTime : Set the length of time (in seconds) before a dropped flag returns to base
Added new output to item_teamflag
OnTouchSameTeam : Sent when the flag is touched by a player on the same team
Im curious: How do I activate the Invade mode in my map?
EDIT: By that, I mean make Invade compatible with the contest