Returning the Intel

wonginator1221

L1: Registered
Feb 16, 2009
4
0
Hey guys,

I'm currently working on a map that involves building bases (a replica of Baserace. My plan so far is for one team to retrieve the intel and to bring it to a specific point to build up a certain portion of their base. So far everything is going to plan, except I cannot get the intel to return.

The only way I can get the intel to return to it's starting location is to use a func_capturezone. Unfortunately, that means that the game is over if the intel is capped 3 times. If you've ever played baserace before, you probably need at least 10 - 15 captures to get the base built.

So my question is this:
Can the intel be returned once it hits a trigger that isn't func_capturezone.
If not, how would I increase the number of caps for a round win?

Thanks in advance!
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Only way to do it currently is a bit hacky with making new flags and ends up with the HUD showing the dropped icon instead of home when you "force return" the flag. Have a look at my thread here. Pretty much the same thing, you'll just be using a different source for the return sequence.
 

wonginator1221

L1: Registered
Feb 16, 2009
4
0
Very cool. Will try it out in the morning.

Thanks for the fast response.

Edit: One quick question. I see that you return the flag when the player is killed (flag/intel is dropped). Is there a way to strip a player of the intel (without killing him/her)?
 
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wonginator1221

L1: Registered
Feb 16, 2009
4
0
Would making the area a small respawn work? If i don't use a team filter, both teams can pass through it and it will cause the intelligence to drop.
 

wonginator1221

L1: Registered
Feb 16, 2009
4
0
I just tried to kill a flag by walking into a trigger, but that doesn't seem to work. I guess my options are to either kill the carrier, or to use the respawn room.

I find it interesting that hammer doesn't have a built in action to return the intel. That would make my life so much easier.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Isnt it possible to make the map being controlled using CPs instead of the CTF system? then you can simply use the CP to end the map instead of the flag captures.

(note, it might not work as its just a random guess but doesnt meridian have such thing also?)
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Isnt it possible to make the map being controlled using CPs instead of the CTF system? then you can simply use the CP to end the map instead of the flag captures.

(note, it might not work as its just a random guess but doesnt meridian have such thing also?)

It's what I use in distribute, and I use capture zones to get rid of the flags. In fact, that's actually what you want to do...

on capture, enable building parts? (i've never played the map you're talking about) So I'd say go with capture zones, change your game type. You might have to force a CTF HUD. How to do that is somewhere in the forums around the last update news (i asked it to be stickied but I don't know if that happened). You have to edit a file for the option to force the HUD to show up in hammer.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
there ought to be a brush entity that returns flags.

i mean if you are say on a regular CTF and you fall in a chasm (with a trigger hurt), in other games (e.g. UT) the flag instantly returns to base because its now in a non-reachable spot
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
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there ought to be a brush entity that returns flags.

i mean if you are say on a regular CTF and you fall in a chasm (with a trigger hurt), in other games (e.g. UT) the flag instantly returns to base because its now in a non-reachable spot
Should be, but isn't. That's why I ended up making what I linked above.