Warning: array_merge() [function.array-merge]: Argument #1 is not an array in [path]/archive/global.php(40) : eval()'d code on line 2
[Tutorial] How to set up Territorial Control rules (like Hydro) [Archive] - TF2Maps.net Forums

PDA

View Full Version : [Tutorial] How to set up Territorial Control rules (like Hydro)


Gearloose
01-21-2008, 12:01 AM
Hey guys, I've been silent for a while. I was working on my second map but realized I wanted to use Hydro-style rules, and I couldn't find any tutorials on how to make a TC map type. So I wrote my own, using the decompiled Hydro as a guide (thanks for those!).

http://www.cuug.ab.ca/~lapierrs/creative/games/tf2/tc_tutorial.html

It's a long read, I know, and probably a bit confusing - which is why I included a bare-bones example map that duplicates the Hydro rules, and even includes an example overview display showing which round is next.

Let me know if you spot any errors, or if you have trouble with the zip files - I don't have anyone to test them for me on an SDK-less install, so it's possible I left a file out or something. I only do net stuff in the evenings during the week, so turnaround time on comments will likely be at least 24 hours.

lerlerson
01-21-2008, 01:33 AM
While somewhat confusing, that tutorial... IS AWESOME. Finally, people can make TC maps that are professional like Valve's. Being able to do the overlay is good, 'specially for style points.

Nice tut!

TheBladeRoden
01-21-2008, 05:34 PM
A little bug in your map, the inputs on cap_trigger_D should have the parameters set to "2 0" and "2 1" instead of "3 0 and 3 1".

Gearloose
01-21-2008, 08:55 PM
A little bug in your map, the inputs on cap_trigger_D should have the parameters set to "2 0" and "2 1" instead of "3 0 and 3 1".

Are you sure about that? I noticed that's the way it was set up in Hydro, but I thought it was an error - isn't the 3 a bit mask (1 | 2) that represents both teams? Both should be able to cap that point after a defense round.

Am I misinterpreting the meaning of those values?

Gearloose
01-21-2008, 10:54 PM
A little bug in your map, the inputs on cap_trigger_D should have the parameters set to "2 0" and "2 1" instead of "3 0 and 3 1".


Ah yes, I see what you mean now. Somehow I missed that in my testing. Thanks!

Edit: Files now fixed.

spaceweasels
01-23-2008, 09:48 PM
It's a good tutorial. Thanks for breaking it down and referring to the TF2Maps.net website.

Vilepickle
01-23-2008, 09:59 PM
Only thing that disappoints me is currently that custom maps will crash currently with about 1850+ entities. With all of them needed for this, we approach that much more rapidly and it gives less room for map details.

lerlerson
01-25-2008, 07:03 PM
Kinda off-topic, but I just noticed that you were born in the same hospital as me.

Gearloose
01-26-2008, 10:26 PM
Only thing that disappoints me is currently that custom maps will crash currently with about 1850+ entities. With all of them needed for this, we approach that much more rapidly and it gives less room for map details.


I didn't know about that limitation - thanks, that will help with my current map design. :)

Gearloose
01-26-2008, 10:27 PM
Kinda off-topic, but I just noticed that you were born in the same hospital as me.


Cool. Where do you live now? After having lived in five other provinces, I'm now back in Burnaby.

lerlerson
01-27-2008, 09:03 PM
Cool. Where do you live now? After having lived in five other provinces, I'm now back in Burnaby.

You live fairly close to me, actually. I live in Surrey, or more specifically, Cloverdale.

Kind of a small world, considering that there's only about 300 users registered here.

TF2Maps.net is proudly hosted by