Grab bag of CTF questions

Discussion in 'Mapping Questions & Discussion' started by Doctor Paprika, Oct 1, 2011.

  1. Doctor Paprika

    Doctor Paprika L4: Comfortable Member

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    I'm outlining a crazy Halloween CTF map filled with every sort of hazard and goofiness TF2 has to offer, but there are a few things I can't really find any solid info on:

    1. What happens to a player carrying a flag if they fall down a death pit?

    2. Is there a brush entity that will knock the intel off a player when they walk into it as if they had dropped it?

    3. Is there a way to add the First Blood crit boost to a CTF map, or is it fully integrated into Arena logic?

    4. Can you put the crit boost Halloween pumpkins from Mann Manor and Harvest in a map (i.e. set the Halloween event to "on") so it appears even when the Halloween event isn't normally active?

    5. Is there a good tutorial somewhere on how to make sawblade tracks? I've found one or two but they weren't especially helpful.
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    1: it stays there. Use func_respawnflag in the pit.

    2: send the ForceDrop input to the item_teamflag

    3: no. part of arena.

    4: nope, hard coded to the map.

    5: I don't think anyone made a tutorial because they are fairly simply to set up. I have some prefabbed in my resource pack if you have it. If not you could just look at a decompiled sawmill as they are essentially the same.
     
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  3. Liran

    Liran L1: Registered

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    1. What happens to a player carrying a flag if they fall down a death pit?
    - You could maybe use this kill trigger so that players falling down the full height and make a path down the pit - so players can go on through that way.
    (Don't know if it is possible)
     
  4. Doctor Paprika

    Doctor Paprika L4: Comfortable Member

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    I figured I wouldn't be able to make the crit boost pumpkins a standard in the map. Oh well.

    I can't believe I didn't think to look in your pack for sawblade prefabs. I do that with everything else.

    Also, one more question I forgot to mention: Is it possible to make a single CP in a CTF map that won't effect the score but will still control access to flank routes, locked doors, spawn rooms, et cetera? I can't think of any reason it wouldn't work, as long as the map is only running on CTF logic, but I haven't tried it yet.
     
  5. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    entirely possible
     
  6. Doctor Paprika

    Doctor Paprika L4: Comfortable Member

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    Will I need to make a custom HUD for that? I've never used the tf_logic_hybrid_ctf_cp entity, so maybe that will work.

    There are so many things I want to do in this map but haven't done before in a TF2 map. My mind is still geared toward the "if... then" statements in Adventure Game Studio, so even trying to setup doors that will stay shut until a CP is capped is more of a headache for me than it needs to be.
     
  7. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    You can either use the tf_gamerules to force a CTF hud and not show the CP status (if it isn't all that important), or use the hybrid hud to show both but lose the score display (and I think the caps-per-round thing, not sure). For the record, you can't make a custom HUD.

    Also, Source basically does work in IfThen statements if you take a moment to "translate" the terminology. Just think of outputs as the If and inputs as the Then.
    "If CP captured, then open door" is accomplished through the CP's OnEndCap output sending the Open input to the door.
     
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