CTF score system

Hanro50

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Mar 16, 2016
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I was wondering if there was a way to essentially cap the Intel for say red, if say something happend like someone on blue walk by x brush without someone on red actually being used to pickup the intel...

I have considered diving into using bots to get the job done, in hammer, but I don't want to go there if it is not needed jet...
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
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I... didn't understand what you meant. At all. Could you please clarify in more detail?
 

henke37

aa
Sep 23, 2011
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He wants to fake the event of an intelligence briefcase being captured without the briefcase actually being moved.
 

Yrr

An Actual Deer
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Sep 20, 2015
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I'm not sure what you're trying to do but it sounds like control points might be easier?
 

Hanro50

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Mar 16, 2016
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Basicly, I want to "fake" a intelligence capture...I thought it would be interesting to use the point system in the ctf hud, say if team Blue did something, like complete an objective, than I want them to be rewarded by a flag capture...Without using someone to actually cap the intel by picking it up and running to the cap point...
 

Vel0city

func_fish
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Dec 6, 2014
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Basicly, I want to "fake" a intelligence capture...I thought it would be interesting to use the point system in the ctf hud, say if team Blue did something, like complete an objective, than I want them to be rewarded by a flag capture...Without using someone to actually cap the intel by picking it up and running to the cap point...
That's basically control points. Really. The control point is the objective, and the reward is the team owning that point after capture. And Payload too, for that matter.
 

Lain

lobotomy success story
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Jan 8, 2015
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He wants to use CTF scoring in a CP or CP-like map.
You can do this by just overriding the hud i'm almost certain.
 

Hanro50

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Mar 16, 2016
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One way I theorised is that I have 2 bots and whenever I want a fake intell cap, I enable the intel that is placed over them and disable it once they capped it, may even put in a trigger_multible to turn of that feature if the server has bots disabled...

edit: the problem with these method is that it is a bit harder to do and I have to learn how bots work in TF2, but my initial testing showed me some promise...
 

Hanro50

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Mar 16, 2016
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Basicly, a neutral intel briefcase would spawn in the middle of the map, team Red or Blue can then try to pick it up, if say team red picks it up, than they get to take it back to their base, I would then activate red's Intel briefcase and the map would then change to make attacking red easier (By potentially letting doors open, platforms extend ect.), but at the same time making reds intel room easier to defend

If Red holds that cap for 5 minutes then they win a capture point (And the map goes back to its neutral state), but if blue steals the intel (and delivers it to their cap point) then the map reverts to as if blue stole the neutral flag...


I've found ways to get the flags to behave in such a way that they don't add capture count on their own (setting them to the invade gamemode will give you the ability to basically zero out eny type off score gain) and some monkeying around with the input output system (I am a fast learner...) gave me the results of the flag being able to change spots...

edit: However, I wouldn't like to be the poor scout or heavy having to stand on the cap for 5 minutes, where I can be way more useful as a engineer, pyro, heavy or even a sniper
 

Hanro50

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Mar 16, 2016
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I am not planning on using CP logic's score system, but rather CTF's score system so that if someone wants an epic 40h long advanced capture the flag round, they can, but the default for CTF is 3, so that is a 15 min long fight

A idea I had if the map failed to find the bot entities was to than enitialize a countdown counter of say 10 min, I wonder if the clients HUD can be updated on the fly, but enyway these will basicly put the map in a koth state...
 

Hanro50

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Mar 16, 2016
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I'll probely announce something like "error:bot entities not found, is the server full, did you do tf_bot_kick all or is bots disabled???, switching to koth mode, these error isn't that important and the map will still work, all be it in a different mode than normal" in chat or something
 

Vel0city

func_fish
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Dec 6, 2014
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Quick question, are you new to Hammer?
 

Yrr

An Actual Deer
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Sep 20, 2015
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Maybe use Player Destruction instead and use the outputs to score points for either team.
 

Hanro50

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Mar 16, 2016
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I have actually managed to get my theory of how to do it working, but there is a few snags...

problem 1, It is a bit of a mess and as the potential to mess up horribly
problem 2, These feels to me that it is more of a bug with tf2 (and an annoying one at that), but for some reason the game doesn't handle having 2 cap-points, that are neutral, at the same time and it actually bugs out he hud, aka the little arrow, indicating where to cap, points up no-matter what...(even if one is disabled)
problem 3, Idiot proofing may be a' high priority requirement...
 

sooshey

:3c
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Jan 7, 2015
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TF2's hammer has some limitations that don't make sense but you simply have to accept them. If your logic is too complicated or incompatible there isn't a whole lot you can do. Plus, if you have to spend lots of effort idiot-proofing your map, maybe it isn't such a good idea for a map in the first place.
 

Hanro50

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Mar 16, 2016
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By "Idiot proofing" i mean like serverside stuff like what happens if bots are disabled or what if the server is full and cannot support 2 bots...

In terms of reaching hammer's limitations in terms of logic, I don't think I've reach that point really...I mean nothing is misbehaving...

edit: I have hit limits in terms of how a data values on entities can be changed, like a bot_generater doesn't seem to have a easy way to change the team the bot, that it spawns, will spawn into on the fly...but hey I like pushing the limits of things for fun
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
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In terms of reaching hammer's limitations in terms of logic, I don't think I've reach that point really...I mean nothing is misbehaving...
Ingame type status in console. as long as the edict number is below 1400 you are safe. if its above that you should optimize. It might not crash now, but on a full server it is far more likely to crash once going above that number.
problem 1, It is a bit of a mess and as the potential to mess up horribly
If its a mess either the gamemode is too complex, or you are making some flaws in the idea of the gamemode. It should be straight forward for players on what they should do. Note that even snowplow initialy made players confused just because the hud showed 1 thing they didnt understand.
problem 2, These feels to me that it is more of a bug with tf2 (and an annoying one at that), but for some reason the game doesn't handle having 2 cap-points, that are neutral, at the same time and it actually bugs out he hud, aka the little arrow, indicating where to cap, points up no-matter what...(even if one is disabled)
Hence the control point thing might not be a bad idea. Alternatively using the hud from PD is already fine.
problem 3, Idiot proofing may be a' high priority requirement...
Depends on the target. in some cases you simply cant act around it anymore. there are alot of pub players that are too poor to help. They dont even get the idea of a capture zone.

For a gamemode you should be able to explain the mode within 144 character (a twitter message). If you cant your mode is probably too complex.
For example:
'snowplow: A/D Capture point where each timer is 10% of progres on the train destruction. destroying it means red wins.' (119 chars)
'hydro: control all territories by capturing the enemy point. the point to attack is decided by random except when 1 team has 1 remaining' (137)
'intercept: MvM with control points in the same layout as gravelpit. When both A and B are lost a new bomb is added, idem for C' (127)
And nearly every player should be able to understand it, if they dont either the objective doesnt make sense. or they dont know the gamemodes you reference to (for example in intercept, they should know gravelpit or they might not understand the gamemode).
 

sooshey

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Jan 7, 2015
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By "Idiot proofing" i mean like serverside stuff like what happens if bots are disabled or what if the server is full and cannot support 2 bots...
That's not what "idiot proofing" is, but my point still stands. It's a reality that things might not work exactly as you want them to in hammer and that's why people suggested other gamemodes instead.

But I have an idea. Will players ever actually see the bots in question? If not, then you can most likely use triggers that enable/disable, track trains, or other logic as a replacement for actual bots. Then you won't need to waste player slots or worry about bots being disabled.
 

Hanro50

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Mar 16, 2016
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That's not what "idiot proofing" is, but my point still stands. It's a reality that things might not work exactly as you want them to in hammer and that's why people suggested other gamemodes instead.

But I have an idea. Will players ever actually see the bots in question? If not, then you can most likely use triggers that enable/disable, track trains, or other logic as a replacement for actual bots. Then you won't need to waste player slots or worry about bots being disabled.

You know, I would love to do that, but because the data value that I want to change doesn't seem to have a way to be changed via logic in hammer, I'm left with bots, but no, the normal player will not see the "bot", I can always add a trigger to see if the bots are there and change up the way the map will end...

Ingame type status in console. as long as the edict number is below 1400 you are safe. if its above that you should optimize. It might not crash now, but on a full server it is far more likely to crash once going above that number.

I'll keep that in mind

Depends on the target. in some cases you simply cant act around it anymore. there are alot of pub players that are too poor to help. They dont even get the idea of a capture zone.

Personally I am hoping that big arrow signs, a short, but detailed map description and even a text popping up saying what to do will solve that...but the gamemode I'm planning isn't super advanced...may even see if I can add some of the administrators voicelines (I'm hoping on keeping it below the complexity that some of the current "beta" game modes are, while trying to keep in fun to play)