Objectives question


(Eagl) #1

Im new to mapmaking, and im just wondering if my concept idea is possible. I want to make a map where both Allied and Axis teams are fighting over the same two artifacts that they need to fire an ancient weapon that will destroy the opposing oncoming army.

What im wondering is, is it possible to make the two items able to be stolen back and forth?


(nikita) #2

well then it will be just a race speed no team defent anything whats the big deal in that where is the fun?


(FireFly) #3

I think it would be possible: Both teams would have their own artifact (team_CTF_redflag & team_CTF_blueflag)
If one of the teams captures the artifact (for example the axis team) you can make the CTF_bluflag invisible through scripting (the ‘setstate’ command)

Only problem I can see is having a CTF_redflag & a CTF_blueflag at the same position in the map. This will actually result into some z-fighting…


(FireFly) #4

EDIT: re-reading your first post I am a bit confused…
Let’s take the stock map radar as an example: In radar there are two boxes only the allied team can steal, so in your map, correct me if I’m wrong, Both allies as Axis would be able to steal both boxes?


(Eagl) #5

Ya, i was thinking that both sides start off with one each and they can be stolen back and forth between the teams. The goal is to hold both long enough to fire the weapon in the center of the map. And if that turns out to be a quick speed map, then possibly add a third neutral one that starts off somewhere else on the map.


(Ifurita) #6

Your idea almost sounds like vanilla CTF, where in order to cap a flag, you must be in possession of your own flag … so that is possible. A little trickier is making the “fire” event contingent on owning both flags, since conceivably, someone could steal a flag between the time you cap and the time you fire, unless the cap is the win event, with the weapon firing as a post game cinematic.


(Eagl) #7

No, I want to make it a little harder and that there is a window open that the other team can spoil the setup when they are about to fire. And i planned that showing the army being destroyed as the cinematic.


(Ifurita) #8

In which case, it becomes much more difficult from a scripting perpective for the following reasons:

  1. Once an objective is capped, it returns to the original point, in the case of count > 1
  2. In order to make a capped flag recapturable, you’d have to setstate default a new ctf_[other team]_flag at the capture point, which, presumeably, the other team would have to take back to the middle, or something
  3. Now you have the possibility of 2 red or 2 blue flags being in play and I’m not entirely sure that if you recapture one, which point it will reappear
  4. Carry this scenario one step further, and the other team now has both flags capture, try to fire the gun, but now the blue team steals. Now you’ve changed your flags and capture points all over again.

I think this might be possible, but you’re going to have to diagram/flowchart everything out, else it can get very messy, very fast.


(FireFly) #9

and they can be stolen back and forth between the teams

to my knowledge, this is not possible. reason why is this:

  1. Once an objective is capped, it returns to the original point, in the case of count > 1

In other words: If a player captures the objective and is getting killed: Only his teammember can pick it up again, if a player from the other team picks it up the objective returns to it’s original point, like Ifurita said…


(Eagl) #10

Oky, thanx a lot guys for your help and diligence. Ill probably just scratch the entire idea/scenario because i want to create a map that both sides are attacking and defending. What i mean is a map like Depot (From RTCW) in which both sides had to destroy something while protecting their own, also the same idea in a flag map like Trenchtoast or Destruction (Both also from RTCW). Thanks again


(Ifurita) #11

Well, you can certainly create a map where both sides are attacking and defending … that’s easy. Byzantine has 2 run-objectives per side. mp_Breakout_et has a dyno objective for each side. CTF_base for RTCW was a flag run for each side, but you had to retain your own flag to cap.

You could put your two flags into a bunker with a dyno-able door and then make them CTF style where you had to control both to win. That gives you a nice 2-stage, dual objective map