- Apr 22, 2009
- 144
- 27
Hi all, very frustrated here, have spent entire day trying to figure this out!
Basically, I want a game where their is only one flag, and the blue team has to capture it and bring it back to their base to win.
To make things interesting, the Red team ALSO can pick up the flag and run about with it, just to make the Blue team angrier.
Lastly, if a Red team member ever drops the flag- they can NOT pick it back up until it has been picked up and dropped again by a Blue team member.
Has anyone tried this themselves, with sucess?
***
Okay, here is where I am so far, and I can't go further without help, it seems.
I have 2 triggers, one blue and one red, which are activated when the flag is picked up.
Next, there is a simple prop_dynamic.
If the trigger detects a Blue player picked up the flag, the prop_dynamic is given a Mass of 1.
If the trigger detects a Red player picked up the flag, the prop_dynamic is given a mass of 100.
Thus, a "Game State" has been created- either "Game State: Blue Controls Flag", or "Game State: Red Controls Flag".
Next, I have a Filter_Activator_Mass_Greator, with a filter of "anything over 50 passes".
When the flag is dropped, it tells the prop_dynamic to test it's mass against the Filter.
From here, the Filter can deduce the previous owner of the flag (who just died or dropped flag), and change it's color accordingly. ie, if a blue player owned it (mass <50) then change flag color to Any, if a Red player owned it (mass >50) then change flag color to Red.
Unfortunatly, it fails at the last step. As far as I can tell, this is due to the "TestActivator" function being oh-so-dumb and only working for the FIRST item in the IO chain- which will always be the Flag. And since the flag of course cannot store "mass" or any other variable other than it's own color, here enters the FailBoat (whoo-whoo, all Aboard!)
Heeeeellp!
I'm so sad...I have tried a gajillion other schemes to accomplish this, and none worked...this was the closest and cleanest...2 days of work, and nothing to show.
Arg! Any ideas from yall??
Basically, I want a game where their is only one flag, and the blue team has to capture it and bring it back to their base to win.
To make things interesting, the Red team ALSO can pick up the flag and run about with it, just to make the Blue team angrier.
Lastly, if a Red team member ever drops the flag- they can NOT pick it back up until it has been picked up and dropped again by a Blue team member.
Has anyone tried this themselves, with sucess?
***
Okay, here is where I am so far, and I can't go further without help, it seems.
I have 2 triggers, one blue and one red, which are activated when the flag is picked up.
Next, there is a simple prop_dynamic.
If the trigger detects a Blue player picked up the flag, the prop_dynamic is given a Mass of 1.
If the trigger detects a Red player picked up the flag, the prop_dynamic is given a mass of 100.
Thus, a "Game State" has been created- either "Game State: Blue Controls Flag", or "Game State: Red Controls Flag".
Next, I have a Filter_Activator_Mass_Greator, with a filter of "anything over 50 passes".
When the flag is dropped, it tells the prop_dynamic to test it's mass against the Filter.
From here, the Filter can deduce the previous owner of the flag (who just died or dropped flag), and change it's color accordingly. ie, if a blue player owned it (mass <50) then change flag color to Any, if a Red player owned it (mass >50) then change flag color to Red.
Unfortunatly, it fails at the last step. As far as I can tell, this is due to the "TestActivator" function being oh-so-dumb and only working for the FIRST item in the IO chain- which will always be the Flag. And since the flag of course cannot store "mass" or any other variable other than it's own color, here enters the FailBoat (whoo-whoo, all Aboard!)
Heeeeellp!
Arg! Any ideas from yall??
Last edited: