Some questions (and bugs?) about the team_CTF_xxxflag


(Lanz) #1

Well since I made the sillyctf map there’s a couple of things that could be improved in it and damn if I know if it’s possible or how I would do it if it is.

First what I think is a bug or at least a missing feature, even though I don’t know if it’s intentional or just never got up during development, if you have the enemy flag you can’t return your own. Any info on this would be welcomed or what I do wrong.

Then I have a couple of questions that got unanwsered in my beta thread, is it possible somehow to reward the capper some points for doing so? I think that would add some fairness to the game. I’ve notiiced that in your official maps that you do not get points for doing that either so I guess it’s not possible.

Another thing I would really like to do is to limit the number of flags that can be taken at once, I’ve set the count key to 3 and that makes it possibe to take multiple of them. I tried to set a targetname on the team_ctf_xxxflag so I could use setstate nameoftarget invisibel but that lead to the flag not being there at all whether I used that function or not. Maybe did something wrong but I don’t know.

Hope there’s some simple anwsers to this or I might just have to experiment some more. :slight_smile:

I fealt like this after trying to solve those things though: :moo: :slight_smile:


(SCDS_reyalP) #2

The brute force way to limit the number of flags that can be taken at once is using script_movers to block access.


(Lanz) #3

Yeah I’ve actually been thinking of that, not tested it at all though but I do wonder if it can be made fool proof. Probably can with some patience I guess. I would like to see an entity key for it and a score key for the trigger_flagonly_multiple. :slight_smile: But I might ask for too much though.


(Lanz) #4

So no one can give me any yes or no on this?

Splash Damage?


(swaggers) #5

Lanz,

It’s been awhile since you last posted so you might have solved this by now but I needed to know this for some stuff i was doing so I worked it out.

Set the targtname in the flag.

In the spawn part of the script for that flag, add:

wait 200
alertentity flag_targetname

That will cause it to spawn at start of map.

Then your invisble for stolen and your default for captured will work.


(Lanz) #6

Thanks for clearing that out, after posting this I found out about the alertentity and figured it would work doing as you said but I never tried it. Good to know for next time though (if I make a similar one again :slight_smile: ).


(shdizzy) #7

I am having the same problem first listed in the original post. “If you have the enemy flag you can’t return your own”. Was this problem ever resolved?


(Flippy) #8

There’s nothing you can do about that without a mod, it’s just the way ET works.


(shdizzy) #9

Does that problem exist in sillyctf? I’ve played that map tons of times and I don’t ever remember running across that peculiarity. Maybe I just never noticed.

EDIT: Well I’ll be. That problem does exist in sillyctf as well. I guess I’ll just have to deal. ;(


(RayBan) #10

its not actually a problem… ( well, it is when you want it to work in a classic ctf way… )
its made that way on purpose, so the flag carrier ( obj carrier ) cannot interact with another obj, since he/she is carrying one.

if you could interact with more than one obj, then in goldrush a player would
just have to take the goldbars, wait for the others to spawn… and take them also…

so now you see why its not allowed to do it that way. but i dont think its that
big a deal for a ctf, if you have the obj, and the other team has yours… it will
be up to your teammates to get it back while you try your best not to lose
the one you carry.


(shdizzy) #11

Yeah, very good point. I considered that actually and I doubt people will even notice when the map is played 3v3, or especially 6v6 as the map can probably handle. I know that I never noticed for sillyctf which is about 1 4th the size of my map and I always play that map 3v3.