CTF Flag Captures to Win

Discussion in 'Mapping Questions & Discussion' started by Darth Cyrax, Sep 2, 2009.

  1. Darth Cyrax

    Darth Cyrax L2: Junior Member

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    Hey, I was wondering how to change the number of flag captures it takes to win. I've seen it in other maps(such as 4 instead of 3) so it should be possible, but I can't seem to find how anywhere.
    Thanks in advance
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    It's a server setting.
     
  3. Vigilante212

    Vigilante212 L7: Fancy Member

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    OMG Boojum is wrong for once.... well hes not totally wrong it is a server setting but you can change it in your map.

    Make a Logic_Auto
    Set OnMapSpawn - tf_flag_caps_per_round 5(change the number to whateve you want) - Command - tf_flag_caps_per_round 5(needs to match other value)
     
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  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I didn't bother saying that because it's naughty to mess with server settings and I for one will never allow such a map on our servers.
     
  5. Darth Cyrax

    Darth Cyrax L2: Junior Member

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    I could always have it change back to 3 when the map is done... just saying
    thanks
     
  6. Terr

    aa Terr Cranky Coder

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    IMO it should really be designed the other way around: The map has a default, and the server can override it for the duration of a map via setting a cvar.
     
  7. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    You can't have it change back when the map is done, because the server can change the map whenever it likes.
    Terr, that would be just as bad.
     
  8. Terr

    aa Terr Cranky Coder

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    How would it be just as bad? Surely the mapper has better details (and per-map details) about how difficult it is to cpture a flag. Some maps could be single-cap epic pushes, some might be designed as run-and-gun wars of attrition where it's easy to cap but you need ten.

    It's the same pattern that seems to work pretty well when it comes to capture point times, payload speeds, or respawn rates. The server could override either of them--and woefully we see instaspawn servers--but the primary responsibility for setting those values appropriately is map-based.
     
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Servers can control spawn times, look what that's done.
     
  10. Terr

    aa Terr Cranky Coder

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    I'm confused here. I'm saying the map should be the default source of caps-per-round. If you don't trust the server operators not to butcher map play (as with instaspawn) why do you want to maintain a system where those very same server operators are the sole determinators of caps-per-round as well?
     
    Last edited: Sep 2, 2009