"Invade" Flag setting not counting.

Discussion in 'Mapping Questions & Discussion' started by DJive, May 18, 2009.

  1. DJive

    aa DJive Cake or Death?

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    Currently i have "Invade" setting in my flag for my map, which for what I want... does it PERFECT.

    no announcer spam
    tells you to bring your flag to enemy base.

    [​IMG]

    My problem is, is that on capture, You get points, flag resets however... your team score does not move. It stays at Zero.

    Am i missing other Entities that need to be tied into this?

    Also

    Ever since i changed the gametype to "Invade" my flag return time is at "8" seconds. It does return after drop at 8 seconds however....

    The timer above the intel/flag does not move. It looks full the whole time then BAM returns in 8 seconds.

    Does anyone know how to fix these two issues?
     
  2. Schmoe

    Schmoe L2: Junior Member

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    These are known issues for this gamemode:

    http://developer.valvesoftware.com/wiki/TF2/Flag_Game_Types

    You will need to create a separate HUD using a series of game_text (one for each point (typically 3) for each team) and logic_timer (to continue refiring the game_text messages.

    Here's a HUD that's used by a domination map:

    http://forums.tf2maps.net/downloads.php?do=file&id=282

    You can also wait for me to provide you a VMF since I'm tackling the same issue with my Invade map.

    The return timer on the flag is broken as well. You can't control the sprite of the flag. Also the flag has the ability to turn neutral after 30 seconds, but there aren't hooks to change it from the default.
     
  3. Sgt Frag

    Sgt Frag L14: Epic Member

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    Not sure but are you guys doing it the hard way?

    Couldn't you just put the 'blu cap zone' in red? The problem I see and might be why you guys aren't doing it: The announcer probably says the wrong things, don't know if it can be changed.
    Well, I guess you might only be using one intel too. So maybe I have no idea what I'm talking 'bout. goodluck.
     
  4. Schmoe

    Schmoe L2: Junior Member

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    You're right ... I assumed he had one flag instead of two (like my map).

    As for the Invade gametype not emitting the announcer sounds... its a matter of renaming the files (and embedding them in the map using pakrat). The link to the Valve wiki explains this.
     
  5. DJive

    aa DJive Cake or Death?

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    I have 2 =)
     
  6. Schmoe

    Schmoe L2: Junior Member

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    Thinking some more about his post.... I could try a single, neutral flag on the default settings with the next playtest.

    Hrm....
     
  7. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    DJive...

    I have been farting around with the different intel settings for about a year. In the end, I find it's better to use the reg CTF mode and alter as needed to fit your game (add text to let people know to "plant the flag", not capture it, or "Flag has returned" etc etc.


    You can also use tf_gamerules to set blu/red team roles (attackers vs. defenders), then make defenders default owner and defenders unable to cap. If you did one of these for each side, it would be like reverse 2fort. Viola, invade mode made with unbroken CTF settings. Scoring, HUD etc will work perfect too.


    So, In my amateur opinion, ditch the invade mode, and build on the working CTF mode.

    Maybe someday VALVe will fix the optional intel modes, I'm crossing my fingers.
     
    • Thanks Thanks x 1
  8. Zeewier

    Zeewier L9: Fashionable Member

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    the tf_gamerules entity has AddBlueTeamScore and AddRedTeamScore inputs.

    I dont know if/how this exactly works, but you can try :)
     
  9. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Possibly with a math_counter? But then i think you run the risk of ending the round after each capture by adding team points this way.. which would be a bad idea given the fast paced gameplay.
     
  10. DJive

    aa DJive Cake or Death?

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    Ya thats what i did my most current release. Problem is the damn announcer spam. (drop pickup drop pickup etc))
     
  11. -gr-

    -gr- L1: Registered

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    How about using pakrat to put /sound/vo/null.wav in place of:

    /sound/vo/intel_enemycaptured2.wav
    /sound/vo/intel_enemycaptured.wav
    /sound/vo/intel_enemydropped2.wav
    /sound/vo/intel_enemydropped.wav
    /sound/vo/intel_enemyreturned2.wav
    /sound/vo/intel_enemyreturned3.wav
    /sound/vo/intel_enemyreturned.wav
    /sound/vo/intel_enemystolen2.wav
    /sound/vo/intel_enemystolen3.wav
    /sound/vo/intel_enemystolen4.wav
    /sound/vo/intel_enemystolen.wav
    /sound/vo/intel_teamcaptured2.wav
    /sound/vo/intel_teamcaptured.wav
    /sound/vo/intel_teamdropped2.wav
    /sound/vo/intel_teamdropped.wav
    /sound/vo/intel_teamreturned.wav
    /sound/vo/intel_teamstolen.wav

    ? I haven't tried it, but would that "silence" the announcer spam, at least for flag related activity?
     
  12. DJive

    aa DJive Cake or Death?

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    ^ wouldnt that then overwrite the files permanently?
     
  13. -gr-

    -gr- L1: Registered

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    I mean just in the .bsp you're distributing, not locally. :)

    I've attached an example. This replaces all the .wav's related to dropping the flag with null.wav (which isn't very damned null, let me tell you, but it works for a demo)

    So, to demo this. Close TF2. Extract the .zip, put the .bsp in your map directory. Startup tf2, open the console, run 'map vo_test1'

    Pick up one of the flags. You'll hear announcer spam as usual. Press L to drop the flag. No announcer spam. Normally when you drop the flag, you get announcer VO spam. Now, nada.

    I haven't tested it beyond that, but it works fine for me.