flags

flags

Re: flags Posted by yompk on Thu Jul 15th 2004 at 9:26pm
yompk
17 posts
Posted 2004-07-15 9:26pm
yompk
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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 fishy on Thu Jul 15th 2004 at 10:40pm
fishy
2623 posts
Posted 2004-07-15 10:40pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
you can find all the info you need for flags and cap points here.

the tut is for a two flag setup, like 2fort, but all you need to know is there.
Re: flags Posted by ReNo on Thu Jul 15th 2004 at 10:55pm
ReNo
5457 posts
Posted 2004-07-15 10:55pm
ReNo
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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
yompk
17 posts
Posted 2004-07-18 1:16pm
yompk
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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
beer hunter
281 posts
Posted 2004-07-18 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
fishy
2623 posts
Posted 2004-07-18 10:33pm
fishy
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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 Gwil on Tue Jul 20th 2004 at 1:49pm
Gwil
2864 posts
Posted 2004-07-20 1:49pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
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
Are you wanting to make a CTF map for TFC or HLDM?

If you're making a Half Life Deathmatch Map where you want "Capture the Flag" gameplay you need to do it entirely differently.
Re: flags Posted by yompk on Thu Jul 22nd 2004 at 8:39pm
yompk
17 posts
Posted 2004-07-22 8:39pm
yompk
member
17 posts 2 snarkmarks Registered: Jul 8th 2004 Occupation: school Location: ny
fishy said:
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.
sorry about the late response but i couldn't find the info i_t_g entities

and ^^^ i am using it for TFC not HLDM
Re: flags Posted by ReNo on Thu Jul 22nd 2004 at 9:05pm
ReNo
5457 posts
Posted 2004-07-22 9:05pm
ReNo
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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
2623 posts
Posted 2004-07-22 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.
Re: flags Posted by yompk on Sat Jul 24th 2004 at 4:46pm
yompk
17 posts
Posted 2004-07-24 4:46pm
yompk
member
17 posts 2 snarkmarks Registered: Jul 8th 2004 Occupation: school Location: ny
thx
Re: flags Posted by fishy on Sat Jul 24th 2004 at 4:53pm
fishy
2623 posts
Posted 2004-07-24 4:53pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
np