<<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 the |
![]() |
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 | 1 | 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 | 1 | 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>> |