- Mar 24, 2008
- 83
- 26
This is a prefab I came up based off an existing prefab I found for 'Attack and Defend' called 'ad_example_v2' found on this site. This is a spin of the Attack and Defend model with a twist to include CP's and perks for the Red team (time reductions etc). This prefab should allow for you to simply copy and paste each point into your map and the set of entities and your good to go.
Changes I have made.
1: Increased prefab to 5 capture zones and capture points. This allows for regular TF2 CP scoring and to show the points in the HUD and use its sound system. This is done with a combo of AD and CP triggers and func_capturezones.
2: Added actual Control Points that unlock by carrying the intel from the previous control point or initial spawn base to the next one. This unlocks the control zone and allows you to then cap the point. Once the point is capped a intel briefcase appears for the next point on the current point. I also added the CP model and setup the skins to change with each point capped.
3: Setup sounds on all the CP's and flags. Copied the existing files for stock CP maps to use the AD naming scheme to stop the missing file errors and will now notify you when the flag is picked up.
4: Added game_text instructing what to do with each flag as they are picked up. IE take this flag to point 'B' or whichever is the current one they need to cap. This includes triggers on each point that tells the person they need a flag to unlock it first.
5: Gave the Red team the ability to recapture points. This will give the Red team points and also will remove time from the round clock allowing the round to end quicker. 30 seconds per recapture is taken off the clock.
Note: There is annoying text messages that will pop up with each intel (flag) pick up telling you to take it to the next 'command point'. Unfortunately you can not remove these as they are part of the stock system and not embedded into the maps.
Attached file includes a copy of the VMF file and compiled BSP file. There is also copies of the sound files included witch are simply exiting TF2 sound files renamed.
Zip file of it all can be found here:
http://stats.blacktusklabs.com/maps/ad_cp_example.zip
-Teddy
Changes I have made.
1: Increased prefab to 5 capture zones and capture points. This allows for regular TF2 CP scoring and to show the points in the HUD and use its sound system. This is done with a combo of AD and CP triggers and func_capturezones.
2: Added actual Control Points that unlock by carrying the intel from the previous control point or initial spawn base to the next one. This unlocks the control zone and allows you to then cap the point. Once the point is capped a intel briefcase appears for the next point on the current point. I also added the CP model and setup the skins to change with each point capped.
3: Setup sounds on all the CP's and flags. Copied the existing files for stock CP maps to use the AD naming scheme to stop the missing file errors and will now notify you when the flag is picked up.
4: Added game_text instructing what to do with each flag as they are picked up. IE take this flag to point 'B' or whichever is the current one they need to cap. This includes triggers on each point that tells the person they need a flag to unlock it first.
5: Gave the Red team the ability to recapture points. This will give the Red team points and also will remove time from the round clock allowing the round to end quicker. 30 seconds per recapture is taken off the clock.
Note: There is annoying text messages that will pop up with each intel (flag) pick up telling you to take it to the next 'command point'. Unfortunately you can not remove these as they are part of the stock system and not embedded into the maps.
Attached file includes a copy of the VMF file and compiled BSP file. There is also copies of the sound files included witch are simply exiting TF2 sound files renamed.
Zip file of it all can be found here:
http://stats.blacktusklabs.com/maps/ad_cp_example.zip
-Teddy