- Feb 26, 2008
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Want to make a map in the same vein as estate or retreat? Now you can!
Included in this file are the entities needed to set up a 3-point ctf race. Also included is a new material-a scrolling CAPTURE ZONE sign-and Icarus' excellent HUD icons.
So how does it work?
For each team, there is an info_teleport_destination that serves only as the anchor to which the other entities are parented. This is placed at the location of the first flag's spawn. Parented to this ITD is the flag itself, the capturezone, a respawnvisualizer set to nonsolid to serve as the capture zone indicator, a fake tracktrain, and a copy of whatever it is the intel cases will be sitting on. There is also a capture point in the same location, and a duplicate intel surface to appear when the parented one moves. Why move the surface it sits on? B/C otherwise we wouldn't be able to highlight it using the PLR entities.
For the other two flag locations, we have a point_teleport to call the whole set of entities over, as well as another flag surface and another control point. Clip brushes are used to prevent bouncing on the prop dynamic flag surface.
Besides the first flags for each team you'll find a math_counter and logic_case. These respond to flag captures, and dictate what will happen when one is captured. In general, they turn on/off CP models and flag surfaces as needed, and activate the point_teleports to move the flags around. They also increment the flag return times, and it is on the logic_case that the delay between flags respawning after capture resides (currently 7.)
You'll also notice off to the side 6x capture areas and a few PL entities. The capture areas are apparently necessary to get the HUD to work right. Make sure these cap zones are in an unplayable area. The PL ents help the highlighting of the intel stands / intel surfaces.
In the center you'll find a point_servercommand used to make sure the map doesn't hit some sort of intel capture cap before the map is actually over. The logic_auto also helps set up a number of things before the map starts. Of course we need the tf_logic_hybrid_ctf_cp in order for both the flag arrows and the CPs to work simultaneously.
So how would you implement this system? It's not so bad, really. Drop the entire group of entities for the first flags, located near the A signs, where you want them so that the table (or whatever you choose as an intel holder) rests on the ground. Then do the same for the groups of ents near the B and C signs.
Not 100% sure the prefab is complete so feedback is welcome (though I've been busy lately I'll try to respond ASAP.)
Download!
Included in this file are the entities needed to set up a 3-point ctf race. Also included is a new material-a scrolling CAPTURE ZONE sign-and Icarus' excellent HUD icons.
So how does it work?
For each team, there is an info_teleport_destination that serves only as the anchor to which the other entities are parented. This is placed at the location of the first flag's spawn. Parented to this ITD is the flag itself, the capturezone, a respawnvisualizer set to nonsolid to serve as the capture zone indicator, a fake tracktrain, and a copy of whatever it is the intel cases will be sitting on. There is also a capture point in the same location, and a duplicate intel surface to appear when the parented one moves. Why move the surface it sits on? B/C otherwise we wouldn't be able to highlight it using the PLR entities.
For the other two flag locations, we have a point_teleport to call the whole set of entities over, as well as another flag surface and another control point. Clip brushes are used to prevent bouncing on the prop dynamic flag surface.
Besides the first flags for each team you'll find a math_counter and logic_case. These respond to flag captures, and dictate what will happen when one is captured. In general, they turn on/off CP models and flag surfaces as needed, and activate the point_teleports to move the flags around. They also increment the flag return times, and it is on the logic_case that the delay between flags respawning after capture resides (currently 7.)
You'll also notice off to the side 6x capture areas and a few PL entities. The capture areas are apparently necessary to get the HUD to work right. Make sure these cap zones are in an unplayable area. The PL ents help the highlighting of the intel stands / intel surfaces.
In the center you'll find a point_servercommand used to make sure the map doesn't hit some sort of intel capture cap before the map is actually over. The logic_auto also helps set up a number of things before the map starts. Of course we need the tf_logic_hybrid_ctf_cp in order for both the flag arrows and the CPs to work simultaneously.
So how would you implement this system? It's not so bad, really. Drop the entire group of entities for the first flags, located near the A signs, where you want them so that the table (or whatever you choose as an intel holder) rests on the ground. Then do the same for the groups of ents near the B and C signs.
Not 100% sure the prefab is complete so feedback is welcome (though I've been busy lately I'll try to respond ASAP.)
Download!