Possible to have CTF_Flag capturable an infinite # of times?


(Ifurita) #1

ala Quake 3. I currently have a set of documents that can be capped, but have not been able to subsequently reset everything so that the documents can be recaptured and rerun.

I do not want to create a large number of entities and setstate them default/invisible.

Anyone have any ideas?


(zl1corvette) #2

This is a good place to start
http://splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=8335&highlight=count


(G0-Gerbil) #3

Well, make it like the gold in goldrush, but with a zillion repeats. When collected setstate the collection entity invisible, then when one is delivered (or returned) setstate default it so it can be collected again.

Pure theory of course :slight_smile:


(Ifurita) #4

Actually, the link by zCorvette is a good one. I had everything … except the alertentity and the proper positioning behind the wait value


(Loffy) #5

The “loffys_ctf_prefab” has a cool script, that ends the game with a true draw (if the scores are tided at timelimit hit). I had to work for a while until I got that to work OK.
After that, Lang made an improvement with the script, in his ctf-map called GreyHour:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=8874
He did what I just couldn’t imagine possible (and what G0-Gerbil talked about above): When the flag gets collected, the collection entity is setstated invisible.
Lol, that’s why my flags (except the first one) are hidden behind bars! When the first flag is captured and secured, the bars around the second flag are removed, and so on. Totally unnecessary. I just never thought about giving the team_ctf_redflag (-blueflag) a high number (like 1000 flags) and hiding it each time a flag was stolen (then setstate default when flag carrier delivers the flag at the “goal”).
// Loffy