Dear all,
I started my 1st large map last year, real life got in the way and I had to stop. I'm now picking it up again and have a couple of problems with the logic. Hope someone can help.
The map is a hybrid KOH and CTF and I am having to write a lot of the logic manually as a result. I'm not sure if Valved added any logic for the new Doomsday map (its combined PL and CTF) - has anyone looked into this? I might be able to grab some logic to make my life easier.
There is one neutral flag which the teams fight over to get back to their own holding area. If they drop it it stays neutral so can be grabbed by the other team without any wait.
If a team gets the flag to their hold zone then a KOH clock starts. It stops if the other team removes the flag from this zone.
There is an end round whereby the team who gets their KOH clock to zero 1st has to take the flag to a final capture point - I had to add this as I could not get the CF and KOH logic to mesh any other way. The game currently stalemates if they fail to do so in a set time. (I don't like this but can't work out how else to mesh the two logics)
There are 3 rounds per game and the hold zone moves around the map depending on the teams score. Two zones exist throughout the game and a 3rd appears if a team gets 2 captures.
Only one zone per team is active at a time.
The main timer is TF_logic_koth
TF_gamerule has the Hud set to CTF HUD
My problems.
1. I have a short delay at the start of the round to allow medics to work on their uber charge. Im using team_round _timer to announce 'Mission begins in 10 seconds' via the OnSetupStart output. Thing is the announcement also plays if the server is set to wait for players. So you get a waiting for players clock at 30 seconds and the announcement 'Mission begins in 10 seconds' - which is daft. How do I stop the announcement playing during the waiting for players section.
2. I have a couple of wondering ghosts. These scare the players and I want them to drop the intel if they are scared. I thought I could use func_flag_alert and the outputs OnTriggered to force the fag to drop - but you cannot parent func_flag_alert to a truck. Is there a way to do this? I only want the intel to drop if the intel carrier is scared.
3. Can someone point me at a better way of ending the round if the main game timer expires other than stalemate - I'd like to switch to sudden death but it refuses to work, possibly as I'm having to do a lot of manual logic. How should you set sudden death in a normal map?
4. The 3rd capture point is a 1950's style flying saucer which will hover over the map. This however should cast a shadow and does not. It's a set of func_brush's parented with a point_template. As it only appears if one of the teams has succeeded in two captures and since the lighting is set during render time I've no idae how to get it to cast a shadow. Is this even possible?
Thanks in hope.
J.
I started my 1st large map last year, real life got in the way and I had to stop. I'm now picking it up again and have a couple of problems with the logic. Hope someone can help.
The map is a hybrid KOH and CTF and I am having to write a lot of the logic manually as a result. I'm not sure if Valved added any logic for the new Doomsday map (its combined PL and CTF) - has anyone looked into this? I might be able to grab some logic to make my life easier.
There is one neutral flag which the teams fight over to get back to their own holding area. If they drop it it stays neutral so can be grabbed by the other team without any wait.
If a team gets the flag to their hold zone then a KOH clock starts. It stops if the other team removes the flag from this zone.
There is an end round whereby the team who gets their KOH clock to zero 1st has to take the flag to a final capture point - I had to add this as I could not get the CF and KOH logic to mesh any other way. The game currently stalemates if they fail to do so in a set time. (I don't like this but can't work out how else to mesh the two logics)
There are 3 rounds per game and the hold zone moves around the map depending on the teams score. Two zones exist throughout the game and a 3rd appears if a team gets 2 captures.
Only one zone per team is active at a time.
The main timer is TF_logic_koth
TF_gamerule has the Hud set to CTF HUD
My problems.
1. I have a short delay at the start of the round to allow medics to work on their uber charge. Im using team_round _timer to announce 'Mission begins in 10 seconds' via the OnSetupStart output. Thing is the announcement also plays if the server is set to wait for players. So you get a waiting for players clock at 30 seconds and the announcement 'Mission begins in 10 seconds' - which is daft. How do I stop the announcement playing during the waiting for players section.
2. I have a couple of wondering ghosts. These scare the players and I want them to drop the intel if they are scared. I thought I could use func_flag_alert and the outputs OnTriggered to force the fag to drop - but you cannot parent func_flag_alert to a truck. Is there a way to do this? I only want the intel to drop if the intel carrier is scared.
3. Can someone point me at a better way of ending the round if the main game timer expires other than stalemate - I'd like to switch to sudden death but it refuses to work, possibly as I'm having to do a lot of manual logic. How should you set sudden death in a normal map?
4. The 3rd capture point is a 1950's style flying saucer which will hover over the map. This however should cast a shadow and does not. It's a set of func_brush's parented with a point_template. As it only appears if one of the teams has succeeded in two captures and since the lighting is set during render time I've no idae how to get it to cast a shadow. Is this even possible?
Thanks in hope.
J.