<<PREV

TFC Capture the Flag Tutorial (part 2 of 4)

NEXT>>


The Capture Points

 

The next step is to create our capture points for each team. As you can see from the image or the right they are very simple. They consist of, in the simplest form, a single i_t_g (a brush based info_tfgoal). 

Most capture points appear in maps with a small raised platform (as shown right) with the team logo to show who owns the capture point as well as identifying where the cap point lies. Making capture points that look like the ones in the valve maps is something I always suggest. Why? because players on public servers seem to have trouble dealing with nonstandard capture points. But I digress.. 

So take a moment to create your two "platforms" with appropriate team logos before we move on to creating the actual capture points.


We now have the visible portion of the capture points done. The easiest way to create the i_t_g entity is to select your "platform" and duplicate it (shift-drag in WC) about 8-16 units above the visible capture point (see diagram to right).Once you have the new brush, select the AAATrigger texture from your texture lists and cover the brush with it. (Use thebutton in WC)

It's time to make some capture points! Do the following for each one of your capture points: Select the capture point brush (as shown in the upper photo above) and click on the To Entity button located just under the texture dock in WC. This will bring up the Object Properties dialog. In the drop down list (Class) select i_t_g and then set the entity keys according to the table below.

Terminology:
AP (Activating Player): This is the player who triggered a goal. In our case of a capture point it's the person who is holding the flag.
Active/Inactive/Removed: These are the goal states in which a goal exists. Goals become active after being triggered, they finish what they need to do then go inactive. Inactive goals can be though of as "waiting for something". Only an inactive goal can be triggered. Removed goals have been taken out of play until they are "restored" by another goal. Removed goals cannot me triggered or activated until they are restored to an inactive state.
 

Use these settings for the RED capture point

FGD Name Key Name Setting  Description
Goal # goal_no 20  
Goal Activation   g_a Activates by player touch
Initial Goal State goal_state Inactive (2)  
Team Allowed To use Goal  team_no Red (2)  Only Red player can activate
Has Item # items_allowed 1 Player must have the blue flag (item # 1) to activate this goal
Stay Active wait 10 This goal will stay in its active state for 10 seconds before returning to inactive state again
Remove item from APA axehitme 1 This takes the Blue Flag away from the player
Add/Subtract Frags frags 10 Gives the AP 10 frags per flag capture
Add/Subtract Health health 100 This will add 100 health points to the AP
Armor Value % armorvalue 300 This will give the AP full armor after they cap the flag
Red Point Gain increase_team2 10 Gives the Red team 10 points
Owned By owned_by Blue (1) The owner of a goal is mainly used in the speech and messaging parts of the goal to control who gets messages
Goal Effects g_e AP only (1) This tells the goal who is should effect.
Speak (activating player) AP_speak !CTF_YOUCAP VOX message 
Speak (AP team) team_speak !CTF_TEAMCAP VOX message 
Speak (non-AP team) non_team_speak !CTF_THEYCAP VOX message 
Entity reference name netname Red_Cap  
Message to Player  message #2fort_you_capped_flag Center printed message to AP
AP team msg b_t #2fort_your_team_capped Center printed message to  the Red team
Owner's team msg b_o #2fort_your_flag_capped Center printed message to the the owners team
Console msg n_b %s capped the Blue flag\n This string gets displayed on the console (and in the log files). %s is replaced with the AP's name


 

Use these settings for the BLUE capture point

FGD Name Key Name Setting  Description
Goal # goal_no 10  
Goal Activation   g_a Activates by player touch
Initial Goal State goal_state Inactive (2)  
Team Allowed To use Goal  team_no Blue (1)  Only Blue player can activate
Has Item # items_allowed 2 Player must have the red flag (item # 2) to activate this goal
Stay Active wait 10 This goal will stay in its active state for 10 seconds before returning to inactive state again
Remove item from APA axehitme 2 This takes the Red Flag away from the player
Add/Subtract Frags frags 10 Gives the AP 10 frags per flag capture
Add/Subtract Health health 100 This will add 100 health points to the AP
Armor Value % armorvalue 300 This will give the AP full armor after they cap the flag
Red Point Gain increase_team1 10 Gives the Blue team 10 points
Owned By owned_by Red (2) The owner of a goal is mainly used in the speech and messaging parts of the goal to control who gets messages
Goal Effects g_e AP only (1) This tells the goal who is should effect.
Speak (activating player) AP_speak !CTF_YOUCAP VOX message 
Speak (AP team) team_speak !CTF_TEAMCAP VOX message 
Speak (non-AP team) non_team_speak !CTF_THEYCAP VOX message 
Entity reference name netname Blue_Cap  
Message to Player  message #2fort_you_capped_flag Center printed message to AP
AP team msg b_t #2fort_your_team_capped Center printed message to  the Red team
Owner's team msg b_o #2fort_your_flag_capped Center printed message to the the owners team
Console msg n_b %s capped the Red flag\n This string gets displayed on the console (and in the log files). %s is replaced with the AP's name

Phew.. thats a lot of work isn't it. Lets move right on into setting up the flags.


 

<<PREV

TFC Capture the Flag Tutorial (part 2 of 4)

NEXT>>