CTF multiple intelligence spawn/pickup points

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NuclearWinter

L1: Registered
Sep 2, 2017
10
So from one of my recent post i got the idea to have 3 intel spawn points per team. Since i'm new to the mapping community i must ask, how do i setup multiple Intel points with their own capture point, and get disabled when one of them gets picked up( i might already know how to disable points).
 

Conga Lyne

L2: Junior Member
Sep 2, 2017
65
Well, you could have 3 points to pickup the intelligence, each displayed by a control point or something else with a trigger_multiple on them~
Upon touching a trigger for one, you could disable all 3 triggers and use a point_template to spawn an intelligence ontop of the point~
Once the intelligence is captured or resets, you could kill the intelligence and re-enable the 3 triggers to spawn the intel at the same time~

Tell me if this is too confusing, I understand point_templates can be a lil odd until you get used to them but it should be rather easy if you know what you're doing~
 
Mar 23, 2013
1,015
I don't think it requires a complicated point_template.
a item_teamflag can have a disable and enable input. So we can turn it on and off. The item_teamflag also has an "OnPickup" and "OnReturn" output.
With this we can now disable the other flags when it's picked up, and enable them again when the flag is returned.

Only thing I'm not sure about is how the CTF-HUD will be acting.


EDIT: if the HUD won't play along, it might be better to make a robot destruction? Unlike asteroid, the robots would be far back though, so it's like multiple flags in a base. Player just have to reach one of them, collect the drops and return. I different setting than moonbase and robots would be good. It could be, idk, treasure cheats and gold coins or something
 

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
247
I think what NuclearWinter is looking for is a ctf map with 3 flags, which can only go to their own capture point, and once each intel is captured it goes away, each intel must be capped to win. Lampenpam's solution is simple, but only lets you carry 1 flag at a time. If you give each flag a unique name, you can use a trigger entity with a filter for that name to only enable the capture point when its flag is on the point. A flag with a different name would not enable the point, thus preventing capture.

A problem is having all 3 flags on the same point (say point B). flag B would enable the point, letting all 3 flags be capped. You may have to design the map so that only one person could be on the point at a time, or hope no one figures out this cheat

If you are confused I could make a prefab
 
Mar 23, 2013
1,015
this sounds confusing for players though. I think it would be better if there's just on capture zone.
 

Yabayabayaba

L5: Dapper Member
Jun 2, 2016
247
ok sorry, I like complicated entity setups:D