Re: flags
Posted by yompk on
Thu Jul 15th 2004 at 9:26pm
17 posts
2 snarkmarks
Registered:
Jul 8th 2004
Occupation: school
Location: ny
ok i am working on a ctf map how do i have 1 flag in the middle and have it that both teams try to capture it at there base
is this even possible?
just to be clear :
1 flag
2 bases
<sup>2</sup> capture points^
1 capture point at each base
Re: flags
Posted by ReNo on
Thu Jul 15th 2004 at 10:55pm
Posted
2004-07-15 10:55pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
You should probably mark that as an answer fishy, so that its put in the database as answered.
Re: flags
Posted by yompk on
Sun Jul 18th 2004 at 1:16pm
17 posts
2 snarkmarks
Registered:
Jul 8th 2004
Occupation: school
Location: ny
is there a way that i can have only 1 flag thow??
and both teams compeat for that flag?
Re: flags
Posted by beer hunter on
Sun Jul 18th 2004 at 4:10pm
281 posts
602 snarkmarks
Registered:
Jul 6th 2003
Occupation: Beer taster
Location: The Pub
Yeah, there should be a way of only having one flag as the Push map does something similar - football in the middle of a map. The model field in item_tfgoal would need setting to models/flag.mdl and some entity fields also look as tho' they have to be set so that any player/team can pick up the flag ;
Owned by - Not owned
Team - Any
Class - Any
etc.
I ain't done much in the way of TFC mapping so that may not be enough info to get you going, Fishy's link seems to cover most of the settings.
Re: flags
Posted by fishy on
Sun Jul 18th 2004 at 10:33pm
Posted
2004-07-18 10:33pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
yup, it covers everything that's needed here, and some more.
broken down to it's simplest form, the setup you are looking for, yompk, would have 1 item_tfgoal (the flag) and 2 i_t_g's (the cap points).
for the item_tfgoal (flag);
item # 1
model path/name.mdl models/flag.mdl
team allowed to use goal any
owned by, for message and item glow yellow
goal activation bitfields 4788
pause 10 .....(allows the flag to stay on the ground for 10 seconds after being dropped)
goal result bitfields 16
highlight hud 50724864 (i think :razz: )
and for somewhere to cap the flag, you'll be needing 2 i_t_g's. make a brush that covers the area you want each cap to be. turn them into i_t_g entities;
team allowed to use goal see below*
has item # 1
remove item from APA 1
add/subtract frags 10 (points for capping it)
*depends on whether the team returns to their own base, or pushes the flag into the enemies. if it's push, then the team allowed to use it would be the opposite of the base it was in. if it's a return, then the colour is the same as the base.
that's the very bare bones of what you want. or as bare as i can scrape them.
Re: flags
Posted by ReNo on
Thu Jul 22nd 2004 at 9:05pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
By i_t_g I assume he is just shortening "info_team_goals". I've never mapped for TFC, but for some reason that entity name rings a bell...
Re: flags
Posted by fishy on
Thu Jul 22nd 2004 at 9:08pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
you turn a brush into an i_t_g.
most people would use the 'aaa_trigger' texture, so that it's easy to see in the editor and doesn't get confused with a normal brush. [it becomes invisible in-game]
the size of the brush should cover the area that you want the cap point to be. while it's selected, hit Ctrl+T. select i_t_g from the dropdown list.
ReNo - sort of like the brush entity version of an info_tfgoal. it's got most of, if not all (not 100% on that) of the same properties. they've both got huge amounts of potential uses, so you've probably seen them mentioned in various answers.