What you’re asking is possible, because I did it in my Tramfight map. I must admit that it is a bit complicated and it involves allot of steps, but I’ll try to explain anyway:
First off all your “team_CTF_redflag” (or blueflag) needs an md3 model. Doesn’t matter wich model, I suggest the radarbox ( models/mapobjects/portable_radar_sd/portable_radar_box.md3 ), but this entity needs a model to properly work. Now the trick is to give this model a transparent shader, so it will not be visible ingame.So now the fun part begins…
In photoshop create a 32 by 32 pixel image, all white and create an alpha channel that’s also completely white, save this as “whatever_trans.tga” into your models/mapobjects/mymap directory.
Use this shader for it:
models/mapobjects/mymap/whatever_trans
{
cull disable
{
map models/mapobjects/mymap/whatever_trans.tga
alphaFunc GE128
rgbGen lightingDiffuse
}
}
In your map place the “team_CTF_redflag” entity and it’s TOI where you want it (have a look at the goldrush map if you don’t know how to) give it the radar model.
Create your brush-work-model that will be the model that needs to be stolen ( crucifix ) and turn it into a script_mover: give it a targetname-and scriptname (don’t forget the origin brush!)
Now the scripting part that controls it all"
scriptname of your “team_CTF_redflag/blueflag” entity
{
spawn
{
remapshader “models/mapobjects/portable_radar_sd/portable_radar_sd” “models/mapobjects/mymap/whatever_trans”
remapshaderflush
}
trigger stolen
{
setstate “targetname of your crucifix” invisible
}
trigger captured
{
setstate “targetname of your crucifix” invisible
}
trigger returned
{
setstate “targetname of your crucifix” default
}
trigger dropped
{
}
}
So the ‘secret’ is in the remapshader-command & the setstate command: Ingame it will look like the player stole the crucifix, while instead he actually stole the radarpart…
I can understand that it might all sounds a bit complicated, but trust me, It truly works, good luck… 