- May 11, 2009
- 248
- 65
Valve has implemented overtime that ends as soon as the intel has returned to the base, as long as it is not instantly picked up again. This is good for normal CTF maps. However, if you do not want overtime to last for hours in your A/D CTF map, here's some ideas on how to fix this problem:
1. When time is up, block the pedestal so that the intel cannot be picked up instantly. This results in the round ending when the flag is returned.
2. Add a func_respawnflag to your map that is activated when the timer hits 0. This results in the round ending when the flag is dropped.
3. Add a func_respawnflag to PART of your map that is activated when the timer hits 0. This results in the round ending when the flag is dropped in this part of the map, but otherwise allows the round to continue. (Actually, this probably means that Blue can still stand at the pedestal and get infinite overtime).
Each of these gives you a different type of overtime, use it wisely! Also, if you're concerned about Blue holding the flag indefinitely, please note that the CTF HUD means that Red will be able to track down the intel and kill the carrier.
Hopefully this has been useful for everyone. Not sure if you want to sticky this or not.
EDIT: I just realized that ideas # 2 and 3 have to be combined with something that prevents people from picking up the intel again. So, yeah, keep that in mind! Or do what eerie said to do.
http://dl.getdropbox.com/u/55873/downloadmaps/ad_ctf_overtime_fix.zip
Download that and copy/paste the intels, relays, and timer into your map if you're using Icarus's Attack/Defend CTF prefab.
What this does: Ends the round as soon as the intel returns after overtime starts. Blue can push as many times as they want as long as they pick it up before the return timer ends.
If you find any bugs with this system, PLEASE tell me. I'm sure it's possible to do it more efficiently. There's 1 condition and that is that at least 30 seconds pass from the end of the setup timer until overtime starts.
EDIT: I apologize for not making this a prefab and with an installer and all that, but I was just so frustrated and relieved when I was done with testing that I don't think I can do anything else today.
EDIT2: Obviously I have to thank ABS for assisting me with working out logically how to do this. I'm sure he could have done it flawlessly in about 5 seconds, though, haha, and with less entities.
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