destructable/movable flags

Beetle

L9: Fashionable Member
Aug 17, 2008
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Is there a way to make the 'flag' destructible and movable? ...maybe make the payload objective for red to destroy the bomb rather than keep it from moving. It'd allow me to try this map idea.
 

Armadillo of Doom

Group Founder, Lover of Pie
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Oct 25, 2007
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How exactly would the flag be destroyed? Shooting it, dropping into the abyss, on capture, etc. And I'm not sure what you mean by movable. Team picks up the flag, it moves.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
destroyed meaning like giving it an amount of health and once it reaches 0 it blows up/goes away etc.

by 'flag' i dont mean the intel.

in tfc for example, you could make any brush and tie it to an entity and use it as the 'flag', but you could only push it like you could push a hl1 crate.
by movable i mean be pushed around the map, but not have preset points at which it turns like a payload map. i guess i mean move it like a physics object.
 

Armadillo of Doom

Group Founder, Lover of Pie
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Oct 25, 2007
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Ahh, well that's different. You'll want to make the entity prop_physics. That has options to set health, and explode when health reaches zero. For brushes, you'll want to convert it into func_physbox. While this doesn't have an explode setting, you can tie it to env_explosion when health reaches zero. Hope this helps :)
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I think it does. I'll go ahead and create the map, and if I can't accomplish what I want, then I'll just turn it into an arena map.

edit: also I was wondering if there's an option to set it so that only one team can damage the object.
 
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Dr Forrester

L2: Junior Member
Aug 15, 2008
60
23
maybe tie a filter to it? Like what you would use for spawnroom doors? I don't know exactly how you'd do it as I'm not too familiar with it yet, but it might work...
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Well my idea has probably been attempted before seeing as its not that hard to come up with :p. Essentially I want blue to be locked in a building to begin with, and I want red to have access to the entire map. I'll make notable buildings, ones easily identified as this or that. I then would create an item/flag (probably use the bomb model) and give red the ability to move the bomb around the map hopefully by pushing it freely. I'd want the red team to hide the bomb in one of the buildings i've created, then when the rounds starts the blue team has to find the bomb and destroy it. So sort of like 'Hide and Seek' with a bomb.
 

Vicenti

L2: Junior Member
Jun 22, 2008
52
1
I don't think there's a way to freely move something about to such an extent. You could make a very obvious button in each building that would move the target there, then disable the rest of the buttons so it can't be moved over and over. It sounds like a very interesting game type.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
sounds like counter strike :glare:
 
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Vicenti

L2: Junior Member
Jun 22, 2008
52
1
I only played a few games of CS but I never came across a 'find which of these locations has the bomb' mode. :(
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
I was only using 'the bomb' as an example. It could be that little plastic frog for all I care :p
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
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I only played a few games of CS but I never came across a 'find which of these locations has the bomb' mode. :(



I guess you never played de_dust2 where you have to disarm the "hidden" bomb?
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
But seriously, its not like TF2 is completely original with game types. They aren't the only game to have CTF, for example.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
I'm not saying you shouldn't get it to work, I think it sounds fun!

Sorry if I sounded offended.... :D