One-sided CTF?

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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I'm working on an experimental game mode: traditional two-base grab-and-retrieve style capture the flag, but with only one team capturing and the other defending. I figured entity-wise it should be exactly the same as the A/D CTF you all did for that contest a while back, except that the briefcase goes in RED's base and the capture zone goes in BLU's instead of the other way around.

So after some hunting, I found and downloaded this old prefab that was made for the contest. But I'm not sure it's the best solution anymore. I recall reading some stuff about Valve adding stuff... entities, tf_gamerules inputs, something... to make the A/D CTF mode easier to set up. This prefab was hacked together using dynamic props, control point triggers, and custom sound entities. Is there a newer version of this, or a tutorial on how to create one?
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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If this is traditional CTF but with just one flag, you don't even need to use ADCTF settings; just remove the BLU flag and the RED capturezone.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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Oh hey, so I can! I should be able to figure out the timer control myself.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
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HUD doesn't change, unfortunately. Not sure how to fix that.

A bigger issue, though, right now is how to ensure that teams switch at the end of the round. The entity that handles that in Dustbowl-style maps is team_control_point_master, which I gather from the name is not appropriate for the CTF gametype.
 

ardysqrrl

L4: Comfortable Member
Oct 26, 2009
173
159
I'd suggest using the a/d setup so that the appropriate HUD shows up

you can switch teams if you trigger the win with a game_round_win