Experimental ctf map - entity help needed

Discussion in 'Mapping Questions & Discussion' started by tovilovan, Aug 24, 2011.

  1. tovilovan

    tovilovan L6: Sharp Member

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    Hello!

    I'm busy creating a new idea for a gamemode, which is basically push ctf - the traditional 5cp gameplay, but with flags! The idea is that there are 4 capture points. At the start of the round a flag spawns where youd usually have middle. The teams then play an invade style match to capture their respective cp2s. If any team manages to capture cp2, another flag is unlocked between cp1 and cp2, and once again it's invade style between cp1 and cp2. This will make gameplay quite similar to 5cp, but with a flag instead.

    nSadly I am having some problems with the entity setup of this gamemode. I've managed to create a map where a flag spawns at the start, and with capture points that are unlocked. That is, however, as far as I have come. Upon capturing the flag it returns to mid rather than getting disabled. The capture point which is supposed to be captured does not get captured. Could someone help me out with this issue? There's also the problem that the flag at mid is invisible.

    I'll include the vmf for the test map I've created: http://dl.dropbox.com/u/2447457/textz.vmf

    /chojje
     
  2. tovilovan

    tovilovan L6: Sharp Member

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  3. Egan

    aa Egan

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    I donno how well it could work, but if all else fails you can try setting things up on a template and killing the entities not in use. I did that for a singleplayer map I made that used a lot of the same entity.

    So, set the other flags on a template. (when something is set in a template it will not spawn automatically, you have to set it to spawn via input) Then when the players capture the flag to get to that new area, kill the current flag, and forcespawn the new one.

    Again, I donno how well it could work, and there is probably an easier way.
    That's all I got. ;)
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Uh, the two sides of your map at set up differently, and both appear to be inherently broken.

    Red's 2 has all the flag control outputs on the t_c_a, but the f_cz bypasses that by directly changing ownership of the point, meaning the flags won't be affected.

    Blue's 2 makes use of CaptureCurrentCP to link the f_cz to the t_c_a but all the flag control outputs are directly on the f_cz, however they appear to be enabling the flags backwards, hence the appearance that it isn't working.

    In both places it looks like you have confusion over team numbers. When dealing with output names on the core game logic entities, outputs that say Team1 refer to red, and Team2 refers to blue. However, when it isn't those outputs, but rather input parameters for stuff like SetOwner, SetTeam, and other such things, red is a value of 2 and blue is 3 (1 is the spectator team, 0 is neutral).
    The "easy" way to remember it is that red is always lower, and it is always 2/3 if you aren't forced to pick 1/2. (of course, then there are skins on models, which follow no rules, but those are easy to check in Hammer anyway)

    Hopefully that should help you get in the right direction to figure it out yourself, despite not spelling out what you should do. :)
     
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  5. tovilovan

    tovilovan L6: Sharp Member

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    The problem is not with spawning new flags as flags get capped, that works out fine, the problem is with tying the capture points to the flag capture zones.
     
  6. tovilovan

    tovilovan L6: Sharp Member

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    Thanks boojum, that should help! The reason why the both sides are different is because I've been messing around with different solutions for the problem, but neither seem to be working like you say. I'll try to make it work with the help from your post.
     
  7. tovilovan

    tovilovan L6: Sharp Member

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    Yup, problem sorted :D Thanks a loot booj :)