Making a cross between a ctf and cp map.

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StickZer0

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Nov 25, 2008
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I'm making a map which is a cross between a ctf and a cp map. It's styled ala gravelpit/steel. I need help with getting the logic behind it to work however. The map is supposedto be played out like this, but I don't know how to d it:
Red starts with five points.
A and B are both Intel Flags. Capturing A or B will take one point from Red and give it to Blu. Capping these also makes C easier to cap by opening or shutting doors.
C is a control point. Capping this takes 3 points from Red and gives them to Blu. It also ends the game when capped.

So, if Blu caps C, they win overall by one point. If they cap A and C, they'll win by 2 points overall etc. First team to have 11 points wins overall!

I know how to do the mapping, I can get them to give and take the points when capped etc, but I don't know how to start Red with 5 points, or how to even give them 5 poits without the roud ending. Any tips would help greatly!
 

StickZer0

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At the end of the round, teams switch. So at the start of the round, Red get an extra 5 points, which can potentially get stolen, and at least two rounds have to be played for a team to win/lost. 5 round is the maximum before the first team wins from perfect defence, although changing the win cap from 11 to 14 would probably cover that more accurately.

Edit: Hey Wester :3
 

A Boojum Snark

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Nov 2, 2007
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I don't see the relation to CTF. Taking/stealing "points" from the other team? That's not part of CTF. I don't see how this setup is any different/better than the normal method of giving one point per CP taken... the team who caps more points wins.
 

StickZer0

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I don't see the relation to CTF. Taking/stealing "points" from the other team? That's not part of CTF. I don't see how this setup is any different/better than the normal method of giving one point per CP taken... the team who caps more points wins.

I suppose. But C is supposed to be worth more than A and B - they're just "side" caps. If I have A B and C all giving just one point, then there's less incentive to cap C, and more to just steal A and B and then just bugger around for a bit. With A and B each worth one and C worth three, people will go straight for C more than A or B because it's worth more than A and B together.
But having Red start with 5 points that can be stolen (or even starting Blu with -2 points and therfore have to try to break even), it means you have to eventually cap C to win that round, but you'll only win by one point if you only cap C, whereas only capping A and B then being lazy will result in a draw.
This means people will go for A and B not only to make it easier to cap C, but to have more points overall, and to "deny" the enemy from having those starting points.

And my question still hasn't really been answered, how do I make it so Red starts with 5 points in the first place?
 

A Boojum Snark

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And my question still hasn't really been answered, how do I make it so Red starts with 5 points in the first place?
Yes and no.
game_score can be used to manipulate a team's score, but it has no team setting, and instead bases itself off direct player interaction and which team that player is on.

This means you would need to use a trigger_once filtered to a specific team, in an area you know players are going to be, to fire the score change. The trigger would have to be disabled until the time you wish to add or remove points.
This would be easy enough for giving blue points, just have the trigger cover the capture area since you know people will be there when the point is taken. For red... not as easy since you'll never know where they will be, and might require a trigger covering the whole map. Even then if they are all dead it won't fire until they respawn.