More than 1 Flag per team

dredhorse

L1: Registered
Feb 5, 2008
10
0
Hi, is it possible to have more than one flag per team? And if yes can they be active all at the same time? And if yes can you deactivate / activate flag based on the flag being on the flagpoint or the capture area?
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
He may be asking how to have multiple flags at one time, i.e. like CZ2 did in TFC.

The quick and simple answer is you can't Dredhorse, because valve did not put in any safegaurds to prevent a flag carrier from carrying more than one flag. As is now a flag carrier can run over another flag. He will pick up this new flag, but the old flag is not dropped, it essentially is deleted and cannot be capped, dropped or returned. So essentially you have lost another flag.

Now the longer answer is that you can in fact have more than one flag at one time, but it requires some manipluation that is bound to be buggy. The best idea that I have come up with so far is force a player to drop the flag before he picks up a new one. This conveniently can be done by surrounding the flag's starting point with a func_respawnroom brush, since entering a respawnroom forces you to drop a flag.

However, this still leaves the problem of the dropped flag, because once you have the new flag (which disables the respawnroom OnPickup and enables OnDrop) you can just run right over the dropped flag. SO to make this system foolproof you need to force the original flag to return.

You can do this by (1. KillHierarchy OnDrop, 2. Use a point_template centered on the flag's starting point to ForceSpawn of the dropped flag.)

A system this complex, and obviously not intended by valve, is bound to be buggy. If your gamestyle is non-CTF, meaning your team will be carrying its own flag from in its base, then using a func_respawnroom around the flag is less akward.

If you are using CTF (like 2 fort) then its much more akward to use a func_respawnroom inside the enemy base, since techincally a clever player could figure out that he can switch classes (and thereby gain full health) inside the respawnroom. Making it razor thin might solve this problem. Also I dont know if entering an enemy's respawnroom forces you to drop a flag. If so (i doubt it) that might also be a good solution.

Well there you have the much longer answer, i can expound on it more if ya need. The conclusion: techincally possible but you have to put some thinking into it to make it foolproof.
 
H

Haas

i have an idea we can make packman in tf2 with flags instead of points :)
And 1 team has to get them all the other team has prevent them for capturing.
 

dredhorse

L1: Registered
Feb 5, 2008
10
0
hmm... spaceweasels posting is almost on the spot.. I guess you could do something similar with the drop point?

and the more I look into it the more I think my idea will fail on my abilities :blushing:
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
Heh well if you can elaborate on your plan we will certainly try and help if we can. I am always interested in new and creative game objectives.
 

dredhorse

L1: Registered
Feb 5, 2008
10
0
well...

I think I will try something small first but nevertheless..

Overall layout is a cross, which is a ravine.. in the middle is a railroad intersection on top of a bridge, going diagonal over the middle.

Before that railroad intersection are some scafoldings as the bridges are painted or whatever..

On top of those bridges is the red spawn inside 2 train waggons, underneath is one room incl 4 ways down into the ground inside the bridge pillars.

At the end of the crosses are 4 buildings of blue, 2 levels deep raising till 1 level below the top of the ravine.

Lowest level as the flag, the top level as the capture point, beneath the lowest level are some "walkways" which cross the mountains and surface to the top and connect also the buildings.

Spawn of blue is divided throughout the 4 buildings. The capture point would be always in the opposite site of the cross.

You are only able to access the ravine via the blue roofs, the bridge pillars going underground.

I honestly think it is a little bit to complicated, also gamewise. :crying:
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Don't be so discouraged! Sounds completely new, you should really try to do it! But wouldn't the pacman team all go scout? Also, is there a capture zone or is the intelligence counted as a point on pickup? If it's the latter, you'll have no problem with multiple flags because you can just cover the entire map in a func_capturezone so that they're counted instantly on pickup.
 

Geuel

L1: Registered
Feb 28, 2008
49
7
Hate to just inject my question, but since we're on the discussion of flags...

Would it be possible to have two places that a flag can spawn from and have them alternate spawning the flag...and then couple that with alternating capture areas for the flags?

Right now I really just need a quick yes or no. Possibly a link to a tutorial?
 

DrHaphazard

L5: Dapper Member
Jan 6, 2008
249
12
hmm yes it should be possible, you would just simply disable one of the flags either on capture or ondrop and enable the other one. Same thing for the trigger for hte capture area zone.
 

Kernel

L1: Registered
Nov 7, 2007
35
2
SCTF: I'm calling it Sequential Capture The Flag, the tutorial and the example map is included: HERE This example supports 4 flags per team, and will be in use for the first map in the toy soldiers mod. All you need to know is in the tutorial, and you can do alot more, like spawning lights, etc.