Combining checkpoint and objective game objectives


(Ifurita) #1

Would this be interesting to players?

My concept would be the following:

1 dyno objective per side (2 points)
4 checkpoint flags (1 point)

First team to 5 points wins

I’d use a misc_commandmap marker + remapshader to show game state in the corner of the command map (e.g., Even, Allies +1, Axis +1 etc)

Issues to resolve:

I liked the Domination game mode in COD and I’d like to make a side hold the last flag for 15 seconds in order to win. I can run a wait 15000 in the gamecheck script, but how can this be reset if the other side recaptures the flag within those 15 seconds?

Cheers


(Ifurita) #2

Oh yes, this is targeted at 24+ slot pub servers, dual objective


(nUllSkillZ) #3

You could take a func_timer.
The timer could be activated with alertentity.
And if a flag is reacaptured within 15 sec. it can then be stopped with alertentity again.
Not sure about this.

Remark:
There’s a map with double domination game mode.
It’s part of the 1024^3 mapping contest of http://www.fragpoint.de and is called “DOMINATRIX PLAYGROUNDS” by Cooper Hawkes.
Here’s a link for all of the mapping contest maps (containing this map 30.74 MB):
http://www.fragpoint.de/index.php?section=contest04down


(Ifurita) #4

will look into that. Woo hoo

I’ll build it as regular CP first, then add in the timing functionality


(Sauron|EFG) #5

I like the concept and would probably like the map if I ever played on that big servers. :wink:


(Ifurita) #6

It’s a super secret project. Once i get something built out, I’ll start soliciting volunteers for testing \o/


(Ifurita) #7

Then again, maybe just using regular flags might not be so bad - since it creates some nice do or die situations. Hmmmm


(SCDS_reyalP) #8

Use the flag capture to trigger a target_delay. When the delay expires, have it call a script that checks if the flag is still held.


(LaggingTom) #9

There is a problem with this, just as there is in baserace (an amazingly fun map non-theless). Both teams are tied and time runs out, could go on for ages, and often does in baserace.


(Ifurita) #10

which is fine - this happens all the time in dual-obj maps


(SCDS_reyalP) #11

If you want to avoid that, you can make the points from the flags accumulate over time, or make it so that whichever team has the most flags when the time expires wins.


(Ifurita) #12

that is another viable option. Lots of workable possibilities


(nUllSkillZ) #13

Some time ago I’ve made a concept map for dual objective type of maps.
I’ve made te following decision’s:
1.) Team with the mist objectives wins.
2.) If 1.) is equal: Which team has fullfilled the hardest to achieve objective (some sort of weighting).
3.) If 2.) is equal: Which team has fullfiled an objective first.

And if all these tests are equal the game is a tie.

I’ve tested this on my own so I’m not sure if everything works like expected.

Forum link:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7845&highlight=concept

DL:
http://www.nullskillz.de/maps/concept_dual_objective.zip (98 KB)


(Ifurita) #14

yes, did a search and found that. Once i get the brush work down, I’ll get to the scripting and then may look you up :smiley:


(G0-Gerbil) #15

Use the flag capture to trigger a target_delay. When the delay expires, have it call a script that checks if the flag is still held.
OInly problem then is if the flag is captured then recaptured within the 15 seconds.

I’d have a timer counting each second - when it’s event is triggered, a script determines if the flag is held by the same team as during the last event - if so it increments, otherwise it resets. When this accum reaches 15, one team has held it for that long so it’s ‘captured’.