Not quite CTF

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FyreDay

L1: Registered
Apr 17, 2016
13
0
I am creating a map where there is an intel that both teams can grab in the center of the map and then bring to your base. however the other team can come and steal a intel back from you. My problem is that I cannot find a way to change the ctf points so a team will lose points if their intel is stolen. I also wish to change the point limit without messing with the server (because thats mean) so I tried messing with counters and using a trigger_proximity to see when the intel is at a capture point then increment the counter and display that number using the game_text_entity. My problem is I dont have enough experience and cant get it to work. Any help/advice?
 
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Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
I am creating a map where there is an intel that both teams can grab in the center of the map and then bring to your base. however the other team can come and steal a intel back from you.

It sounds like 2fort but with a third intel in the center, is that correct? Not sure if that gamemode would work, sounds too confusing. Or too hard. Where or how does the intel re-spawn?

I also wish to change the point limit without messing with the server (because thats mean)
How is messing with the server mean? Also the cvar tf_flag_caps_per_round is something you can put in the server.cfg to control how many times the team can capture the flag before a point is scored. In other words, use this to control the "Playing until X" at the bottom when using a CTF game mode. You could also possibly use the tf_game_rules entity, though I have never experimented with it.
 

Diva Dan

hello!
aa
Mar 20, 2016
1,024
1,951
The solution is much more simple.

This gamemode can easily be accomplished by using the special delivery gamemode logic. You can set capture zones to be team specific at each base and instead of winning after one capture, and you can fiddle with some pretty simple logic already in the gamerules to make the counter whatever number you want.

If you want more help, I can give you a VMF of the working gamemode- I've made it before but haven't finished a map using it.
 

FyreDay

L1: Registered
Apr 17, 2016
13
0
How is messing with the server mean? Also the cvar tf_flag_caps_per_round is something you can put in the server.cfg to control how many times the team can capture the flag before a point is scored. In other words, use this to control the "Playing until X" at the bottom when using a CTF game mode. You could also possibly use the tf_game_rules entity, though I have never experimented with it.

Well, if I change tf_flag_caps_per_round on my map, doest that stay what I set it to when the server changes? For instance if I set it to 10 then the server changes to 2fort it will stay 10. Right?
 

FyreDay

L1: Registered
Apr 17, 2016
13
0
The solution is much more simple.

This gamemode can easily be accomplished by using the special delivery gamemode logic. You can set capture zones to be team specific at each base and instead of winning after one capture, and you can fiddle with some pretty simple logic already in the gamerules to make the counter whatever number you want.

If you want more help, I can give you a VMF of the working gamemode- I've made it before but haven't finished a map using it.


Sounds good exept I would like it for the other team to be able to "steal" the other teams flag (reduce the other teams flag count and increas yours) to encourage both teams to infultrate the other teams side. Otherwise everyone would stay in mid. I didnt think of speicial delivery for sone reason. Thanks for that.