tf_flag_caps_per_round

Discussion in 'Mapping Questions & Discussion' started by Sebi, Aug 29, 2011.

  1. Sebi

    Sebi L2: Junior Member

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    Hi there! My first post in this great forum!

    I have a map in progress, which I have a rather big problem with. I invented a new game mode, which basically means: There are 5 Control Points. There is also one flag. Whichever team posesses the flag is able to capture the points. The team that ownes all 5 CPs wins the game. The map works fine but ONLY if tf_flag_caps_per_round is set to 0 on the server. If not, the team which capped the intel three times will automatically win, which is entirely NOT what I want.
    I used point_servercommand to set tf_flag_caps_per_round to 0 OnMapspawn but this leaves the problem that if the server switches to a real ctf map, that map would never end. I also tried to set up a my_map_name.cfg with the command but it left the same problem: It does not reset to default when changing the map.
    This command is crucial to my map and I don't see any solution to make it "rotation-friendly". I tried to set the tf_flag_caps_per_round back to 3 when a team wins, but that won't solve my problem either, because if an admin changes the map in the middle of a round, that output won't get triggered.

    I am desperate. Has anybody any solution to this? :eek:hmy:
     
    Last edited: Aug 29, 2011
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    You shouldn't need to edit the cvar at all, the problem is the game thinks you have made a CTF map and you need to make it think otherwise. Did you tell the map what HUD to use? If you haven't tried it using a tf_logic_hybrid_ctf_cp might do the trick.
     
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  3. Sebi

    Sebi L2: Junior Member

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    Placing a tf_logic_hybrid_ctf_cp in my map was one of the first thing I did when I first started creating it in hammer. My tf_gamerules placed in the map says CP HUD. Thanks for the idea, although it did not really help me :blushing:


    Edit: You said I need to make the game think otherwise than CTF. I'm gonna adjust the Game Type of the intelligence to one of the obsolete types (Attack/Defend; Invade; Territory Control), but I'm afraid this will break the announcer's voice who will be silent I think.
     
    Last edited: Aug 29, 2011
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    That will fix it, but I had assumed you already changed the flag from CTF since you said there was only one flag, and the CTF announcements are kinda wonky in that case. I guess I assumed the wrong of the two options :p
     
  5. Sebi

    Sebi L2: Junior Member

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    First of all, I did not mention that I used 3 item_teamflags, where only one is enabled at a time. (I wanted to write it first, but left in out for readability's sake)

    Okay. The Invade mode is the only one that supports neutral flags as I discovered. Assumed that this fixes the Cap-the-flag-3-times-bug; it created a few minor new bugs, but I think I can handle those. For now. Thx ABS. Until next question ;)
     
    Last edited: Aug 29, 2011
  6. Sebi

    Sebi L2: Junior Member

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    So, this arose a new question. If I really will be having to use the Invade Mode for my intel(s), how can I make working announcer sounds. As far as I am aware, ambient_generic is heard by everyone. But when I want one team to hear "you failed" for example, I don't want the opposite team to hear that as well.

    I could pakrat/pakbsp the right sounds with the right names into the mapfile to be autoplayed by the Invade system, but I dont want to do that because it would explode the filesize. I want to keep my map small. As few custom content as possible.

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    Edit:
    Everything worked out fine. Thread can be closed. :)
     
    Last edited: Aug 29, 2011