Help with A Defusal Idea

Plauge Doctor

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Jan 21, 2016
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Has anyone her played ctf_HAARP? I loved the "Cap Intel" A/D. I am new to mapping but, I thought about recreating the defusal gamemode from CS:GO.

I drew a Red-Only Capture point that will start disabled. Then I drew a Flag Capture area for blue on top of it. Cap the flag, and BOOM! Red has 60 seconds to either cap (10 second duration) or kill the Blues.

I am having two problems though:

1. The Flag overides the Arena Logic, or seems to, as I can respawn.

2. I have a output after 60 sec of the flag "bomb" being capped. Blue would cap Red's Defusal Point, winning them the game. The SetCaptureTeam doesn't work, but the enable of blue to cap before it so it will work, allows blue to cap in 10 sec like RED. Help pls.

Pics:
BetaDefusal.jpg
 

YM

LVL100 YM
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Dec 5, 2007
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Flags block the arena logic but if you tie them to a point_template and spawn them as soon as the map starts the arena logic survives.

Investigate @Roflman's Defusal2 that sounds like the same mode you're trying to make http://tf2maps.net/threads/defusal2.2400/

I can't understand your second point, I can't parse what you've written, can you rewrite it in a more structured way please?

Lastly there might be something useful in this arena_respawn prefab I made (I thought it was more relevant when I went searching but it seems not very, but for completeness I'm linking it anyway):
http://tf2maps.net/resources/arena_respawn-prefab.972/
 

Plauge Doctor

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Jan 21, 2016
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Thanks for the Tip! I will check both of those out now. The second point is that:
Blue caps flag
Flag cap starts timer
Timer is set to 60 seconds
After 60 seconds, I am trying to get the timer to send to the point:
SetCapTeam 3,
(I'll input 2 instead, silly me, and try that),
For the point to be Blue, meaning Blue wins the round.

Instead, It unlocks Blue to capture, but Blue would stand there for 10 seconds in the capture zone

Edit: The Link to Defusal 2 goes to a greeting page?
 

YM

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Dec 5, 2007
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Somehow a 0 got lost in the process? http://tf2maps.net/threads/defusal2.24000/ Would seem easy if it was the final character pasted and I missed one, but it still has the trailing slash.

I'm still having trouble understanding what you want to do, I suspect we're running into the XY problem

I think this is what you want:

The blue team captures a flag, then has to capture a control point. Once they've done both, the round ends with a blue victory.
If the blue team captures the flag but then can't capture the control point within 60 seconds the round ends with a red victory.

Have I got that correct?
 

Plauge Doctor

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Jan 21, 2016
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Kind of. All of it is correct, except I was going to use SetCapTeam to blue for it to cap instantly. Not so blue would stay there for 10 seconds to cap, but using a timer activated on flag cap to output the capture for blue after 60 seconds.

Also, I am having trouble with the point template spawning the flag, I have the flag in the template, and a env_entity_spawner with the flag's point_template as it's template to spawn, but a MultiNewRound in a logic_auto won't spawn the flag.
 

YM

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Why are you using an env_entity_spawner? Send ForceSpawn directly to the point_template.

Still not clear on what you want the capture point to do.
An instant cap once a blue player touches it?
Or a cap 60 seconds after the flag is capped, ignoring the actions of any blue players? Why even have the control point if it's just capped 60 seconds after the flag is?
 

henke37

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Sep 23, 2011
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He wants to recreate the defusal gamemode. I don't think I've ever played CS, but I think the rules are as following:
  1. Attackers take the bomb to a bomb zone.
  2. Attackers arm the bomb by standing next to it for a little while.
  3. Defenders have an amount of time to defuse the bomb. This is done by standing next to it.
The attackers win if they manage to arm the bomb and it isn't defused. The defenders win by defusing the bomb. Either team wins if the other team is all dead.
 
Jul 6, 2015
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He wants to recreate the defusal gamemode. I don't think I've ever played CS, but I think the rules are as following:
  1. Attackers take the bomb to a bomb zone.
  2. Attackers arm the bomb by standing next to it for a little while.
  3. Defenders have an amount of time to defuse the bomb. This is done by standing next to it.
The attackers win if they manage to arm the bomb and it isn't defused. The defenders win by defusing the bomb. Either team wins if the other team is all dead.
That better describes what he wants to do, but in CS its a little more complicated:
1. Attackers take the bomb to one of many bomb zones in a map
2. Attackers arm the bomb like in COD by being immobilized with a screen popup of you arming it
3. Defenders have an amount of time to defuse it, and have to defuse it by cutting wires.

I would like to see this done, it was fun in CS, so who knows what itll be in TF.
 

killohurtz

Distinction in Applied Carving
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Feb 22, 2014
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I made a quick test map of the capture point part of your idea (minus the arena logic, I'm not entirely sure how to use point_templates) with a few minor changes that I think would be easier to players to understand. Hopefully this matches up with what you wanted.

oTEtAMf.png


In this setup, Blu takes the flag to a neutral control point, which unlocks only when the flag touches it. Blu will gain ownership of the point and a 60-second timer will start. Red must capture the point within these 60 seconds, or Blu will win when the timer runs out.

Walkthrough:
I started with an item_teamflag set to Attack/Defend mode and Blu team:

NGFYFUf.png


Then a tf_gamerules, team_control_point_master, team_round_timer, game_round_win, and ambient_generic with the following properties:

tf_gamerules
Set hud type to CP to override the CTF hud caused by the item_teamflag.
vnvwhkm.png


team_control_point_master
Blu is restricted from winning so that they can bring the flag to the capture point and own it without instantly winning the game.
39cGlrG.png


team_round_timer
Starts disabled so that it can be activated when Blu brings the flag to the capture zone.
Tfjlwih.png


The timer will also have an output sent to a game_round_win, causing Blu to win the game once the 60 seconds are up:
OnFinished | game_round_win | RoundWin
(If you use an entity classname such as game_round_win in the Target Entity field, Hammer will appear to not recognize it, but it still works. You can give the entity a name and use that instead if you like.)

game_round_win
This is how Blu will win, since they are restricted from winning just by capping the point.
V7pN3YF.png


ambient_generic
The only purpose of this is to play the capture bell sound when Blu captures the flag, since they get ownership of the point via input and the sound doesn't play on its own.
vbT3uGu.png


Now we move on to the control point, which is basically the standard setup but with a few things changed.

The team_control_point will start with neutral ownership:
kbHENml.png


The trigger_capture_area will start disabled and disallow Blu from capping:
AyMyiLj.png


Lastly, the func_capturezone should have the default keyvalues and the five outputs pictured. They will enable the trigger_capture_area (which only Red can cap), set the owner of the CP to Blu (team 3), start the 60-second timer, play the capture sound, and kill the flag entity so it doesn't respawn.
qY4Mtkx.png
 

Plauge Doctor

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Jan 21, 2016
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Thanks Kilohurtz. I cannot thank you enough for this help. You go in my inspiration book with UEAKCrash! I think I am over complicating this. Ill go with your suggestion, +modifications. Also, THANK YOU FOR SCREENSHOTS. That helps tremendously!