new ctf mode.

Discussion in 'Mapping Questions & Discussion' started by drp, Nov 26, 2007.

  1. drp

    aa drp

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    Does anyone remember that map in TFC where you needed to plant the flag at the church to win? well im trying to kind of recreate that game mode. what kind of trigger work would be needed to achieve this? is it even possible?
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Not possible at the moment, I was trying to find a way a bit ago.
     
  3. drp

    aa drp

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    this saddens me to no end :(
     
  4. Shmitz

    aa Shmitz Old Hat

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    How exactly is this supposed to work? I had a similar idea, I think, but it involved both ctf and cp entities, and currently there's no way to display all of the necessary HUD elements at the same time.

    If it's just straight-up ctf entities though, you could put your capture zones wherever you want.
     
  5. drp

    aa drp

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    i thought it would be possible. like have the flag entity places in the capping teams base. have a timer to open gates after 60 seconds. place capping area entity at desired spot, trigger that to switch spawns to advance and repeat again for the next cap point being the win trigger.
     
  6. Logo

    Logo L3: Member

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    You could probably simulate it enough with something complex. Have the gametype be CTF with 1 flag for the red team and none for the blue. When the Red Team brings the flag to the 'first point' (a capture-zone) you could disable that capturezone. Kill and recreate the captured flag and do some logic around the spawn points/gates/etc. The only problem with this setup is controlling the scoring to allow for blue to win as red would score a point with each step.
     
  7. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    I did something like that earlier, but it was only limited to one round. But I would reckon that multiple rounds would be possible
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I suppose I should clarify. It's entirely possible to make a setup like this, but as Shmitz said the problem comes with the HUD and how the game auto-detects certain game types. Might be able to fiddle around and get something to work, but any method would lack something that would be useful.
     
  9. Armadillo of Doom

    aa Armadillo of Doom Group Founder, Lover of Pie

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    Avanti is the map you're thinking of. And technically this would be possible, though I haven't thouroughly examined the ctf entities. Instead of using the normal flag, you'd use the flag model, and setup the capture w/ I/O stuff. That's how I did it in DM. Certainly worth looking into.
     
  10. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    I'll throw up a sample map later
     
  11. drp

    aa drp

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    yup, thats the map i was talking about. thanks!
     
  12. die_angel

    die_angel L1: Registered

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    if you use the gamemode "territory control" the inteligence slowdown the carrier, do not mark points on capture but also do not go back "home" after a time (but you could script this i think)
     
  13. TheBladeRoden

    TheBladeRoden L7: Fancy Member

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    I believe I have the droid you're looking for.

    http://students.uww.edu/RodenJA10/inv_powergrid.zip

    The rounds pretty much work the same way as dustbowl. But in order to maintain that I had to forgo the CTF hud and the arrow indicator. In leiue of that I put in a poor man's compass that draws a beam from blue's spawn to the case, and from the case to the cap point.

    [​IMG]

    It's not pretty but I made it make sense fluffwise by telling players to pretend they're completing a power circuit from blu's spawn to the red base. :p
     
  14. Big Nick Digger

    Big Nick Digger Guest

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    its avanti right?
     
  15. Big Nick Digger

    Big Nick Digger Guest

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    which DM? ................
     
  16. Hampster

    Hampster L1: Registered

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    Hey guys, I joined here because it looks like you've got a fine group of people here already. :D

    I've been playing around with this and I've found that you can set the item_teamflag to an "Attack/Defend" gametype, which is the gametype that avanti and other a/d maps used in tfc (cornfield, avanti, etc). It looks like there's a lot of functionality in here, although Valve hasn't made a lot of the files that correspond to this game type.

    Code:
    Failed to load sound "vo\attack_defend_intel_teamcaptured.wav", file probably missing from disk/repository
    Failed to load sound "ambience\goal_1.wav", file probably missing from disk/repository
    Failed to load sound "vo\attack_defend_intel_teamstolen.wav", file probably missing from disk/repository
    This really looks promising. :)