CTf map


(Antrax) #1

Hi all :clap: ,

I am working on a CTF map and i got the map basics ready now (Link for Screens Will come soon). But im stuck now at creating the objective :???:

I hope someone can help me :banana:

Greatz Antrax.o²


(TFate) #2

SDCS_reyalP created a CTF called KOTH (or King of the Hill). You may be able to examine that script if you can find the map (which I don’t doubt). However you should explain how much you know about scripting and how much you know about mapping if you want people to help you. You should also specify if you want one or many flags.

First you’d need to add CTF type flags and I do not know exactly how to do this, but I do believe it involves creating a new entity in GtkRadiant (but tbh I’m not sure, I know you have to for capturable spawnpoints). I can’t help you here. I’m sure someone else can.

I’m no expert on scripting so this might be wrong, but if you want for instance 2 flags you might want your script to look like this (and I’m sure someone will correct me if I’m wrong)… also you shouldn’t copy and paste this script because it won’t work properly!

game_manager
{
     spawn
     {
     //insert maptimes, spawntimes, etc. here

     globalaccum 0 set 0
     globalaccum 1 set 0
     }
     
     trigger allies_win
     {
          globalaccum 0 abort_if_not_equal 2
          wm_setwinner 1
          wait 1000
          wm_endround
     }

     trigger axis_win
     {
          globalaccum 1 abort_if_not_equal 2
          wm_setwinner 0
          wait 1000
          wm_endround
     }
}

eastflag //or whatever you'll call your first flag
{
     trigger axis_capture
     {
          globalaccum 1 inc 1
          trigger game_manager axis_win
     }

     trigger allies_capture
     {
          globalaccum 0 inc 1
          trigger game_manager allies_win
     }
}

westflag //or whatever you'll call your second flag
{
     trigger axis_capture
     {
          globalaccum 1 inc 1
          trigger game_manager axis_win
     }

     trigger allies_capture
     {
          globalaccum 0 inc 1
          trigger game_manager allies_win
     }
}

Definitions:

“wm_setwinner 0” means the winner will be Axis

“wm_setwinner 1” means the winner will be Allies

“globalaccum 0” refers to the amount of flags the Allies have

“globalaccum 1” refers to the amount of flags the Axis have

“globalaccum # set 0” happens at the start of the game and sets the number of flags that # has to 0

“globalaccum X abort_if_not_equal #” voids all the actions in the following it to the end bracket unless globalaccum X’s value is the same as the value of #.


(Ifurita) #3

Here’s a prefab/tutorial/script for a returnable objective

http://planetwolfenstein.com/4newbies/objective.htm


(Antrax) #4

Ok :banana:

I got a friend (JoopSloop) That helps me with the mapping
and there are enough Tutorials for mapping so that’s not the problem

Basicly what i want is :
Axis and Allied both need to take 4 objectives and secure them the 1 that does this first wins :clap:

And scripting… I dont know sh*t bout that and Joopsloop doesn’t neither so I need lot of help with that :eek:
THNX for the script btw Ill try to work with it maybe ill understand it :beer:

P.S sorry for my spelling and screens of my map will be online soon


(nUllSkillZ) #5

Ifurita has written a great scripting tutorial for beginners.
It’s very good. And it’s very helpful.
It’s a pdf-document. You can find it on the following site:
Mapping 4 Newbies


(TFate) #6

Oops, I didn’t realize you wanted a returnable CTF type map. The kind I was thinking about when I made that script was the wolf_cp type maps as in RtCW.

:moo:


(Antrax) #7

Got that 1 already :banana:

But THNX anywayz I’m going to read that tutorial 2.

Here are the screens




It’s a little dark but i still need to put some lights in it.
And I will puts some more things in it 2:
Barbedwire
etc…


(Red*Uk) #8

The source file for ctf games is avaliable with silly_ctf.pk3 , as well as the custom CM for the safe. all credit to Lanz

u can get silly_ctf here from my server :jolt.co.uk - Red*Uk’s forum damage 1024 maps|19ms|195.149.21.142:27960


(Loffy) #9

hi!
The cement walls surroundeing the area looks a bit tiled. Maybe you shoudl try and increase the scale of the cement texture?
Select the surface (SHIFT + left mouse click), hit “N” and increase both the vertical and horisontal scale, then hit “Apply”.
Keep on mapping!
// Loffy


(Antrax) #10

hi,

Red im sorry i dont understand what u mean :banghead:

And loffy thnx for the tip I thought the same thing “The wall sux” :banana:
But im going to change it now :chef:


(Red*Uk) #11

I mean if u get silly_ctf (custom map by Lanz) then he was also kind enough to include his .map file, so u can see how its done, there is also a custom command map marker of a safe.


(Antrax) #12

Ok i Suppose u mean the C_T_G.pk3

I looked in the .pk3 and al i could find was the .bsp and some other things
but not the .map :banghead:

Correct me if im wrong with the C_T_G.pk3


(nUllSkillZ) #13

Here’s a link to the map “silly_ctf” (rar-format):
http://www.etmaps.de/maps/sillyctf_ett.rar

EDIT:
And zip:
http://www.fileplanet.com/dl.aspx?/planetwolfenstein/wildstar/mp_sillyctf.zip


(Antrax) #14

Ah ok thnx NulSkillz :banana:

And plz tell what u think of my map with the screens u have seen now!


(TFate) #15

I tell this to everybody, you really should light compile the map.

It looks good but you shouldn’t use the same texture on the outer wall as on the walls of the buildings and the walls of the steps etc. Also, instead of a cement wall, you could do mountains or something instead. But that’s a little harder. From those photos, it looks like a tree or two would do the map justice.


(joop sloop) #16

hmm there’s no .map file in the silly_ctf.pk3…


(=DaRk=CrAzY-NuTTeR) #17

should look alot better with coronas and lights :slight_smile:


(Antrax) #18

Yeah i know im working on that. I’ve compiled it with light things to do and i couldnt see sh*t :banana:

The screens are for U to see if the map has a good set up!

For more screens Mail me witkapje@hotmail.com


(Ifurita) #19

My suggestions, take them for what it’s worth, after all, I am just a simple brush monkey:

  1. Reduce the height of the wall to a little over man sized
  2. Texture the side walls with a sky texture
  3. Go into the worldspawn and add the following keys (i know, I know, ambient light is evil, but it will help him brighten up his map)

_light 1 1 1 
ambient 15

  1. Compile with light
  2. Launch your map in /devmap mode, drop the console and type in /noclip, rise up and take a top down screenshot
  3. Open your screenshot in powerpoint, paint, or something and add some notes on where everything is supposed to be.

I think this will help us get a better sense for how things are laid out. Right now, we can’t really tell, because all we see is a bunch of really dark buildings without knowing what they are supposed to be.

As an example, this is what I’d like to see


(=DaRk=CrAzY-NuTTeR) #20

is that ur map?