A/D CTF questions

Discussion in 'Mapping Questions & Discussion' started by Nerdbot, May 4, 2010.

  1. Nerdbot

    Nerdbot L7: Fancy Member

    Messages:
    485
    Positive Ratings:
    124
    [​IMG]

    1. As visible up here, the first point remains locked on the HUD even though it's actually capable right now. I have no idea how I would fix this.
    2. The intel holder's arrow on the HUD always points to the SECOND point, from what I can tell. Is there any way to fix this?

    [​IMG]

    3. For some reason, when the intel is capped it often does this on the HUD. It doesn't always seem to happen, but it seems problematic anyway. Will this get fixed with me putting the remaining CPs in for the last two stages (which I have yet to complete) or is there something else wrong here?
     
  2. Icarus

    aa Icarus

    Messages:
    2,246
    Positive Ratings:
    1,181
    1. you need trigger_capture_area's somewhere in the map, in an unreachable area
    2. you need to parent a single capture area to an entity, and have it teleported with point_teleport's after every successive capture
    3. Valve broke it in a recent update. all ADCTF maps have this now.
     
    • Thanks Thanks x 2
  3. honorum646

    honorum646 L6: Sharp Member

    Messages:
    335
    Positive Ratings:
    66
    Good thing you made Vector, eh Ic?
     
    • Thanks Thanks x 1
  4. jpr

    aa jpr

    Messages:
    1,095
    Positive Ratings:
    507
    Alternative fix for 2:
    You can have multiple capture areas, but the ones you don't want the hud to point at need their team to be set as red. And then when 1 is capped you change its team to red and point 2's team to blue and so on. This is how I did it in snowdrift.
     
    • Thanks Thanks x 2
  5. Nerdbot

    Nerdbot L7: Fancy Member

    Messages:
    485
    Positive Ratings:
    124
    Thanks for the help. I think I'm gonna just try and knock out the layout before smoothing out these kinks, but it's good to know how to fix this stuff.

    I kinda wish they put a little more into making A/D CTF work correctly (especially because of having to put in all those announcer sounds manually), but at least it works for the most part now.