Different CTF Gametype

Cheesecake

L1: Registered
Feb 28, 2010
8
0
Hi folks,

I am fiddling about with a capture the flag gametype, the mode itself i.e the features of, work absolutely fine, they were not that difficult to implement. The hard part now it hows to control/display the scoring system.

The map basically consists of 3 neutral flags, the goal is to hold all 3 flags in your own base. These will be easily accessible in centre of the map.

The flags can be stolen for the other teams base once captured, as the intel respawns in there base but colour of the team, so they can be captured by the enemy. The flag when dropped will reset back to its orginal neutral position for anyone to pick up and capture.

Whoever holds all 3 flags wins the round

Now the only problem i am currently having it with the scoring system. I have two questions firstly :

Is there a way to reduced the capture score for a team ? So lets say when a team controls two flags and one gets stolen it drops back down to one on the HUD.

' Blue Player captures the intell, his score is added........Red Player steals the intel, Blue Player score is reduced by one as it is no longer in Blue Teams possession'

Secondly if this is not possible what would be the best way to display/create this type of scoring ? It is easy enough to keep track of the score itself, however how would i then display this or alert someone to the score in the HUD ?

I look forward to any responses or ideas you may have. I have looked about but cant quite find exactly what im looking for.

I greatly appreciate any help or advice, thank you!
 

Cheesecake

L1: Registered
Feb 28, 2010
8
0
I take it from the views and lack of response noone knows hehe

But if anyone does have an ideaid be very greatful :)
 

waxpax

L5: Dapper Member
Feb 25, 2011
238
151
Yeah, I don't really know very much about Hammer, but, would it be easier to set it up so you only get a point for having all three flags and then end the round at one cap rather than track all three flags on the hud scoreboard and have them be dynamically tracked?

Also, if you haven't done it all ready, it might be easiest to come up with a custom hud element for this gametype with 3 mini flag icons to track the status of each flag rather trying to use the standard one. That way you can have the status of the flags easily visible without having to figure out a way to make the standard hud/scoreboard cooperate with you because I don't know if I've ever come across a map that will lower the score given a condition, so, idk, maybe it's just not possible to get the game to work that way.
 
Apr 13, 2009
728
309
' Blue Player captures the intell, his score is added........Red Player steals the intel, Blue Player score is reduced by one as it is no longer in Blue Teams possession'

Secondly if this is not possible what would be the best way to display/create this type of scoring ? It is easy enough to keep track of the score itself, however how would i then display this or alert someone to the score in the HUD ?

That sounds like something a math_counter would handle easily on the map logic side, but displaying the info to the players would be tricky.
As an alternative, you might want to use a CP hud, since I'm not sure how the CTF hud would respond to 3 intels anyway. Have each CP used to keep track of one intel, and change its owner depending on the flag's current state. As a bonus, if a team owns all 3 cps, they automatically win the round, so you don't need to take care of that bit of entity logic.

I've long held the view that a TF2 map with more than 2 objectives active at one time is bound to fail (speaking from first hand experience) but this sounds like it might work, depending on the layout. Do eet.
 

Cheesecake

L1: Registered
Feb 28, 2010
8
0
Mmmm the CP idea might work, ill give it a try.

The CP HuD would be fine as it would still give an indication of who has what flags, red, blue, neutral x3. So if i mixed the CTF/CP style as has been done there is not intel cap score just CP captures.

This would work, in theory, ill try it out tonight. The problem was that 3 intel caps = win and that might not happen with a flag domination strategy so if we get rid of intel caps ut can use point captures instead it should work a treat.

You can have as many intels really, i was using 9 for the concept, it worked fine, just the 3 cap problem made it so you couldnt play it properly. (yes 9, 3 neutral, 3 red, 3 blue bepending on which team has what captured as only 3 are active at a time)

Thanks for the input folks, much appreciated !!! Keep you updated !