So let's say I want to make an Attack/Defend map...

T

The Asylum

...with each stage a different game. Like say, what if Dustbowl stg.1 was a CP map, but stg.2 was a CTF (I've done a 1-sided CTF map before), and stg.3 was a Payload.

What would I have to do to tell the game that the rules are different for each round?
 

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
Hm, I dunno if thats possible. I don't think you can change the game type in game. I could do a bit of testing.
 

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
Tested:
1 capture point and a flag and 2 rounds

Result:
Possible - But flag HUD will not show up (might be fixable)

Used:
1 CP+area, 1 cp master, 2 cp rounds, 1 flag, 1 flag capzone
Cpature Point was first round second round is flag. (Haven't tested reverse)

I didn't test payload considering 1) I haven't tried to make one 2) It seems too much extra work for a test, however its theoretically possible, except the HUD is unkown
 
Last edited:

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
Update:
When tried in the reverse (flag first then cap point) it doesn't work at all because capturing the flag 3 times ends the whole match (giving the winning team a point) and resets the game, ignoring any other rounds. Flag HUD still doesn't show.
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
You can have multiple game objectives in one map. But you cannot have multiple game-type HUDs in one map.

If you have a team_control_point_master in your map (needed for the CP and payload HUDs), you cannot have the flag HUD. If you have a team_train_watcher (needed for the payload HUD) in your map, you cannot have the normal control point HUD. Having some entities start disabled doesn't work either.

It would be possible to have a map with all three gametypes if it always had the CP layout HUD.
 

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
You can have multiple game objectives in one map. But you cannot have multiple game-type HUDs in one map.

If you have a team_control_point_master in your map (needed for the CP and payload HUDs), you cannot have the flag HUD. If you have a team_train_watcher (needed for the payload HUD) in your map, you cannot have the normal control point HUD. Having some entities start disabled doesn't work either.

It would be possible to have a map with all three gametypes if it always had the CP layout HUD.

Yea, I would suggest using CP HUD since it is able to display the information better. But it will lack the flag points. This is why I would like not only interchangeable HUDs but customizable HUDs.
 
T

The Asylum

that's sort of what I was thinking too, using Start Disabled. But since that doesn't work....

Then again, I suppose we don't really need a HUD for the Payload map, as the Cart moves along a fixed track and players don't really need to look at it to find it's location. In fact, the only thing I can imagine that you'd need the PL HUD for is seeing how many BLUs are around it.

Maps like 2Fort and ctfWell- now I don't know about you guys, but I never look at the HUD to see where the intel is. I usually just ask whoever dropped it where it is.

The only HUD I can think of that I've ever found vital to gameplay was CP, as it tells you how close a point is to being capped. So I think that's prolly what I sould stick with if one HUD is to fit them all.

Of course, you can still disable the CTF and PL HUDs, right?
 

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
that's sort of what I was thinking too, using Start Disabled. But since that doesn't work....

Then again, I suppose we don't really need a HUD for the Payload map, as the Cart moves along a fixed track and players don't really need to look at it to find it's location. In fact, the only thing I can imagine that you'd need the PL HUD for is seeing how many BLUs are around it.

Maps like 2Fort and ctfWell- now I don't know about you guys, but I never look at the HUD to see where the intel is. I usually just ask whoever dropped it where it is.

The only HUD I can think of that I've ever found vital to gameplay was CP, as it tells you how close a point is to being capped. So I think that's prolly what I sould stick with if one HUD is to fit them all.

Of course, you can still disable the CTF and PL HUDs, right?

Normal CP will tell you how many people on at the cart I think. Not sure though.