Mixed CTF and KOTH is this possible?

Riever

L2: Junior Member
Nov 25, 2011
86
4
Hi,

First post here so I hope that someone can help.

After mucking around with maps for a while I've started to put my first full scale one together. All is going well except for the game mode idea I have, which basically - isn't.

The idea is to combine ctf and koth - but not make a king of the flag. Instead the teams fight over 1 flag to get back to their capture point. When they do a hud clock starts (as in koth) but it stops as soon as the other team gets the flag.

Each team has a clock and the clocks only run if the flag is held in the capture point (so not carried). The round ends when one team's clock reaches 0.

My problems.

1. The hud capture score always increments on capture - since there will be a lot of captures - as the flag is pulled between the two teams I don't want this. The game is ending on 3. How do I stop the score from incrementing or some how add -1 to it? Is there any way of getting at the hud capture score?

2. At present the round is not ending when a clock reaches 0, I guess I need an output in the game_logic but am not sure what.

3. Sort of tied to 1. I want to increment the capture count once a clock has reached 0. So you still play to 3. But am stuck as I do not know how to access the Hud - or even if you can.

Any thoughts?

My thanks in anticipation.
 

Terwonick

L6: Sharp Member
Aug 25, 2010
278
190
I have never heard of anything like what you describe you want. The closest thing would be King of the Flag, but you explicitly said you didn't want that, sorry I couldn't help you more :(
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Maybe add a diagram? Your description is a bit confusing.

Also as far as I'm concerned, you can't change the intel capture limit in Hammer. It is up to the server operators to change the limit, and they probably won't.
 
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Riever

L2: Junior Member
Nov 25, 2011
86
4
Maybe add a diagram? Your description is a bit confusing.

Also as far as I'm concerned, you can't change the intel capture limit in Hammer. It is up to the server operators to change the limit, and they probably won't.

Hi,
Sorry for the muddle. Not sure I can do a diagram on this - I can't really work out how to so its just not a bit of a mess so I'll try and explain a bit more with an example play.

On round start both teams are in their spawn rooms and a single flag is on the map.

Say blu picks up the flag and brings it back to their capture zone. At this point a Koth style timer starts. Blu now have to defend the flag until the timer runs out. Just as they would have to defend a hill in Koth.

Now red manage to pick up the flag. As soon as they do the blu timer stops. If red gets the flag back to their capture zone then the red timer starts.

If blu then regain the flag the red timer will stop. If they get it back to the blu capture zone the blu timer restarts and so on.

If a team looses and then regains the flag, getting it back to their capture point then their timer would stop and then restart.

Thus the teams switch from attacking to defending thoughout the round and as they have to get the flag 'home' there is less of a problem with a scout grabbing the flag and just running around as in king of the flag. Pinch points become relevant as do tactics and team play - least I hope they do.

Hmm, just re- read that and I am not sure its that much clearer...
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Ah, I understand now.

It sounds like a simple enough concept, and an interesting one at that. You might need to use some additional I/O connections to get it working properly though.
 

Riever

L2: Junior Member
Nov 25, 2011
86
4
Hmmm,

Well I have moved forward on this.

By setting the flag game time to CTF I have the CTF hud displayed
By adding a tf_logic_koth I get the KOTH hud timers.

I can start and stop the timers on a flag capture by using a func_flag_alert trigger - rather than a func_capturezone one - so that the CTF hud does not increment on capture. A bit of mucking around has got the players dropping the intel in the right place (at their homes) without the administrator shouting 'we've dropped the intelligence'. I have also sorted out the opposing team capturing it and making the flag switch to neutral if it is dropped on death.

The flag even returns to the neutral 'start' position if no-one collects it after its been dropped or if someone falls down a pit and dies.

Things were looking good until I found that nothing is happening when the Koth timers reach zero. Zilch. The administrator counts down as expected but then the round does not end. At first I thought this would be OK and I could test the timers to end the round. But I have no idea how to test the timers.

So can someone tell me how you test the zz_red_koth_timer and zz_blue_koth_timer entities? I have tried using a logic_timer to fire a compare with zz_red_koth_timer as the compare value but it does not work. :(
 
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Riever

L2: Junior Member
Nov 25, 2011
86
4
Aye Aye aye... Valve do not make this stuff easy....

Having failed to figure out a way of reading the zz_blue and zz_red _koth_timers I set up a parallel logic_timer - which I can read - only to find that you cannot pause these. You can toggle - which I thought meant stop/start, but couldn't get it to work. :(

So I have now set up a 1 second ticker. This subtracts the value of one counter from another. Set the first to 0 and the 'clock' pauses.

I now have two timers that I can get at and pause and they sync with the hud.

As I am using a func_flag_alert trigger to act as a capture point I have had to add an 'end game' where by the team that gets their counter to 0 has to take the intel somewhere else - onto a standard capture point - to get the hud to register the capture.

This also works and I can 'end' the round on this, resetting the map and force_spawn the players. I have a couple of problems though.

1. Although I can set the zz_koth counters and all mine back to the start 180 seconds the announcer does not count down on the second or subsequent passes. Works fine the first time round, but she stays silent at the 1 min, 30 second etc points thereafter. Anyone any idea why? It's like something in those zz timers is not resetting.

2. In order to hurry the round end I wanted to have a time limit - but cannot figure how to get another clock into the hud. Can you? I have the Koth clocks and capture hud (from ctf) so suspect you can't

3. Since I haven't a clue how to do 2. I'm currently running the loosing team's clock to 0 in the end game. I add 60 seconds to this and end the round if this gets to 0 before the winners get to the final cap point. So the loosing team can still force a stalemate and they get rewarded for all their work in the main round by reducing the time the winners have to get to the final point.

I would like to switch to melee sudden death at the end of the end game if the final point is not captured but since I am doing a lot of logic manually have no idea how to. Does anyone know how to force sudden death?

Thanks in advance.
 
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Terwonick

L6: Sharp Member
Aug 25, 2010
278
190
I'm not sure how to help you on problems 1 and 2, but number 3 can have an answer from the TF2 wiki on Sudden Death:

Sudden death is a server-side CVAR (control variable) and by default is disabled on the PC version.

sooo, there is no way for a mapper to enable sudden death on their map (at least that's how I read it).
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
Maybe add a diagram? Your description is a bit confusing.

Also as far as I'm concerned, you can't change the intel capture limit in Hammer. It is up to the server operators to change the limit, and they probably won't.

didnt mangy limited the caps for the csf gametype?
 

Riever

L2: Junior Member
Nov 25, 2011
86
4
I'm not sure how to help you on problems 1 and 2, but number 3 can have an answer from the TF2 wiki on Sudden Death:
sooo, there is no way for a mapper to enable sudden death on their map (at least that's how I read it).

Hi - didn't see that. Any idea what the game round_win entitiy does? It's got an option on team that says none (sudden death)

Hi Sergis,

'didnt mangy limited the caps for the csf gametype?

Sorry not sure I understand. The umber of caps was not the problem, the problem was (and I guess still is) that I cannot increment the number of caps a team has manually. The only way I have found to add one to a team's cap score is for someone actually cap the intel on a func_capturezone