How do you control the scoring in CTF?

DrHaphazard

L5: Dapper Member
Jan 6, 2008
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Well I think the answer is yes you can. However, the main problem is that the maximum score is determined server-side, normally set at three.

So if your goal is to make say a certain flag cap equal to 2 points instead of 1 then you have to be aware that 3 points will still end the round on most servers.

I do think that you can set it so that a flag cap awards no points however.
 

fartron

L1: Registered
Jan 27, 2008
45
11
You can do some stuff. I couldn't figure out how to set a flag cap at no points. If you could do that, you could have the capture output to a math_counter which then would send to a game_round_win upon reaching a certain score. The score wouldn't be updated on the HUD as normal, but you could figure out a way to display it in the map itself.
 

jamin620

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Jan 30, 2008
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Well, I would like to put no-point capture points in my lava pits, so the flag is returned if a flag carrier dies in one.

The Vertical_measuring thing won't work for me because often the lava pits are higher than other parts of the map.
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
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Hmm i dunno what youre talking about with the vertical_measuring thing. However, if what youre trying to do is make a flag capture a capture point, which I am doing in one of my maps, I think the simple inclusion of a team_control_point_master will change how the scoring is done.

If you are using a teamflag with the CTF setting however, that might override the team_control_point_master.

So in conclusion, try adding a team_control_point_master and see if the scoring changes, if you already have one of those try a different gameplay style for your item_teamflag.
 

jamin620

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Jan 30, 2008
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There is a tutorial in the forum about using a physics entity attached to the flag to kill it if someone falls in a death pit, by measuring the flag's vertical distance from a given point. Un fortunately I have lava pits at varying heights and it would be bad for gameplay if the flag ended up in one of them and stayed there.
 

fartron

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Jan 27, 2008
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I assume you're talking about this tutorial which seems to do exactly what you want. It doesn't matter where you have pits, just put put an info_target wherever you have an inaccessible area, much like that example .vmf.
 

A Boojum Snark

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Nov 2, 2007
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I assume you're talking about this tutorial which seems to do exactly what you want. It doesn't matter where you have pits, just put put an info_target wherever you have an inaccessible area, much like that example .vmf.

Wrong, the system doesn't work like that and would need a major overhauling to get it to work with multiple multi-level lava pit locations. Even then I'm not sure it could be made real efficient or reliable.

jamin: 1: approximately how many pits will you be having. 2: what range of sizes. 3: are they all pits below the nearby floor level, or are they like puddle/vats (at or above the nearby floor)
 
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fartron

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I only looked at the map briefly, but why wouldn't a whole lot of those logic setups work?
 

A Boojum Snark

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The measuring entity is tied to the flag, and can only measure to one other entity. For multiple locations/levels you'd need to have a single reference point on the flag, and many measuring points at your pits, but that depends on how they are laid out.
 

fartron

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Jan 27, 2008
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I see.. would it be possible to have the child entity fire a trigger brush at the bottom of the pits? I was trying to work something similar out recently, but got stuck.
 

jamin620

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Jan 30, 2008
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I have 4 pits. two big ones with ramps over them being the majority of the play space in the area and the damage area (lava or black pit respectively) being far below any point in the map. However, the other two pits are small but higher in altitude than the flag's spawn location. I would rather not make these very deep because they are within sight of the center battlefield (and, incidentally, the flag) and Im abit worried about framerates.
 

A Boojum Snark

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Hmm, that should be easily workable... I'll try to get around to making something up for you (currently engrossed in another game <_<)

phatal: of course, that would be awesome to do and the best way, unfortunately valve in their infinite wisdom saw fit to not make the flag, nor any object actively parented to it, activate triggers.
 

Sacrifist

L3: Member
Nov 21, 2007
130
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what happens if you put trigger_multiples at the bottom of the pits and add an output to the flag for on_capture "kill"?
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
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The scoring is probably instantaneous so the flag might return and award points before it can be killed.
 

A Boojum Snark

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Did a little bit on this... need more info to make it most efficient though, modifying the system is best done specifically for a given map. I'd need a top view of the map (hammer/ingame/mspaint/whatever) to see the relationship between each of the pits and the rest of the map, or perhaps if I could run around a compiled version that work too.
 

jamin620

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Jan 30, 2008
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Hell, sure. I was planning on releasing an Alpha pretty soon anyway. Ill put something together and have it on the boards tomorrow.