Need help with a single flag CTF map

Discussion in 'Mapping Questions & Discussion' started by Dr Forrester, Aug 23, 2008.

  1. Dr Forrester

    Dr Forrester L2: Junior Member

    Messages:
    60
    Positive Ratings:
    22
    My problem is, I'm trying to do a single flag "football" type map what I want to do is set up the flag so that it does the following things:

    1: When the flag is dropped, the opposing team cannot pick it up for twenty-thirty seconds.
    2: The flag will not respawn until it is taken to the enemy capture point. (not being able to do this is not a deal breaker. I may leave it out entirely if it proves to be problematic for gameplay)

    Here's an example... a scout on blue team rushes in, grabs the flag, and gets it halfway into the enemy base, and gets killed. His teammates then have a chance to recover the flag before the red team is able to pick it up. If red team can successfully defend the flag for this amount of time, it will then be able to make a run at the blue base.

    Any suggestions will be greatly appreciated.
     
  2. Brandished

    Brandished L5: Dapper Member

    Messages:
    234
    Positive Ratings:
    298
    #1 is entirely possible using the somewhat broken "Invade" game-type which already this feature built in. You might also be able to use a logic_timer or similar entity to do this with the CTF game-type as well.

    #2 isn't possible, not using an item_teamflag anyways.
     
    • Thanks Thanks x 1
  3. Zephyr

    Zephyr L1: Registered

    Messages:
    27
    Positive Ratings:
    2
    I'm fairly new to mapping, but I've done a fair amount of I/O scripting.

    Here's what I'd try, Firstly I don't know a lot of the differences between the ctf types, but you could probably try some "onpickup" messages to change the team of the briefcase to the team that picked it up, then "ondropped" would activate a logic_timer for 20-30 seconds, "onfinished" would set flag to neutral again and thus repeats the cycle.

    As for not returning until captured, I'd just set the return time ridiculously high, like an hour, so it wouldn't ever return during a game. Try those things out, I don't have hammer open right now, so I'm just hoping that those output options are available under item_teamflag.

    Good Luck!
     
    • Thanks Thanks x 1
  4. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

    Messages:
    949
    Positive Ratings:
    614
    • Thanks Thanks x 2
  5. Dr Forrester

    Dr Forrester L2: Junior Member

    Messages:
    60
    Positive Ratings:
    22
    think i'm gonna try that... Invade seems too broken for my purposes... think i may be able to do it with a variant on what was done here:http://forums.tf2maps.net/showthread.php?t=647
     
  6. Dr Forrester

    Dr Forrester L2: Junior Member

    Messages:
    60
    Positive Ratings:
    22
    I figured out EXACTLY how to do what I want now for the map, and I'll post a tutorial when I get a chance to.
     
  7. Brandished

    Brandished L5: Dapper Member

    Messages:
    234
    Positive Ratings:
    298
    You probably already thought of this, but if you want to go Zephyr's route you will need a round timer in the map for a server that didn't have map time limits that would run out before the flag's return timer would expire (as a safeguard in case your map ended up on a 24/7 server).
     
  8. Dr Forrester

    Dr Forrester L2: Junior Member

    Messages:
    60
    Positive Ratings:
    22
    Actually, no, I hadn't thought of that. I did decide to just put in a long delay on the flag rather than remove it entirely, in case something wierd happens (like a demmoman sticky jumping to someplace noone else can jump to and leaving it there)
    I'll have to see about a round timer...