SaerisHawkeye
01-21-2008, 03:32 AM
This tutorial will walk you through what you need in order to a make with the following work correctly:
-2 Bases with Respawn Areas
-2 Flags and 2 Capture Zones
-2 Forward Bases with Respawn Areas
-1 CP to control Forward Spawning and Flag Capturing
Now, this setup may seem a bit odd, and at first, you may not understand why you would set it up this way, however, this tutorial will explain the gameplay involved with this setup.
Before we continue, consider the following as your standard layout:
[Red Respawn=Red Flag/CapZone]<->[Blue Forward Spawn]<->[Central CP]<->[Red Forward Spawn]<->[Blue Flag/Capzone=Blue Respawn]
On a map layout such as this, initial fighting will focus in the center for control. Once control is taken, in this example by Blue, then Blue will by forced into an Offensive and Red will be forced into Defensive. At the same time, however, Blue's base will be very vulnerable, thus making it more difficult to capture the flag. If at any time should Red take the CP, then the roles of each team will be reversed.
Alright, down to making this work. I'd hope that by this far into the tutorial, I've scared away anyone who hasn't made a map before, and for those of you stubborn enough to continue reading, I'll refer you to what you should know in order to set this up beforehand.
First, you can either design your map and then place everything mechanics related on that map, or, you can start off doing so. In any event, I assume you'll set up at least Four complete Respawn Rooms accross the map. Please refer to http://developer.valvesoftware.com/wiki/TF2/Creating_a_Spawnroom for a complete guide to making a fully functional respawn room.
Once this is laid out, next thing you want to do is make a flag and a capture zone in each base. Please read this tutorial for setting those up: http://developer.valvesoftware.com/wiki/TF2/Flag_Based_Goal_Systems
And finally, I want you to follow this guide for creating only one CP in the center of the map: http://developer.valvesoftware.com/wiki/TF2/Creating_a_Capture_Point
Once these are placed, we're going to assign these values to each (leave any unassigned values at the default unless you know what you are doing):
Blue Base Respawn Area:
Func_Respawnroom -
Name - Blue_Spawn
Team - Blue
Start Disabled - No
Info_Player_Respawn -
Blue_Spawn_Props
Team - Blue
Start Disabled - No
Func_Regenerate -
Name - Blue_Resupply
Team - Blue
Associated Model - Blue_Locker
Prop_Dynamic -
Name - Blue_Locker
Blue Flag/Capture Zone:
Func_CaptureZone -
Name - Blue_Capzone
Start Disabled - Yes
Team - Blue
Item_Teamflag -
Name - Blue_Flag
Game Type - CTF
Team - Blue
Start Disabled - Yes
Red Forward Spawn:
Func_Respawnroom -
Name - Red_Forward_Spawn
Team - Red
Start Disabled - Yes
Info_Player_Teamspawn -
Name - Red_Forward_Spawn_Props
Team - Red
Start Disabled - Yes
Assosciated Control Point - Center_CP
Func_Regenerate -
Name - Red_Forward_Resupply
Team - Red
Associated Model - Red_Forward_Locker
Prop_Dynamic -
Name - Red_Forward_Locker
Central CP:
Trigger_Capture_Area -
Name - Center_CP_Capzone
Control Point - Center_CP
Can Red Cap? - Yes
Can Blue Cap? - Yes
Prop_Dynamic -
Name - Center_CP_Prop
Team_Control_Point -
Name - Center_CP
Blue Forward Spawn:
Func_Respawnroom -
Name - Blue_Forward_Spawn
Team - Blue
Start Disabled - Yes
Info_Player_Teamspawn -
Name - Blue_Forward_Spawn_Props
Team - Blue
Start Disabled - Yes
Assosciated Control Point - Center_CP
Func_Regenerate -
Name - Blue_Forward_Resupply
Team - Blue
Associated Model - Blue_Forward_Locker
Prop_Dynamic -
Name - Blue_Forward_Locker
Red Flag/Capture Zone:
Func_CaptureZone -
Name - Red_Capzone
Start Disabled - Yes
Team - Red
Item_Teamflag -
Name - Red_Flag
Game Type - CTF
Team - Red
Start Disabled - Yes
Red Base Respawn Area:
Func_Respawnroom -
Name - Red_Spawn
Team - Red
Start Disabled - No
Info_Player_Respawn -
Blue_Spawn_Props
Team - Red
Start Disabled - No
Func_Regenerate -
Name - Red_Resupply
Team - Red
Associated Model - Red_Locker
Prop_Dynamic -
Name - Red_Locker
Aight, now that we have all the entities set up with the proper values, we're now going to go back to the Center_CP_Capzone entity and assign the following outputs:
OnTeamCap1 - Center_Cp_Prop - Skin 1
OnTeamCap1 - Red_Spawn_Props -Disable
OnTeamCap1 - Red_Forward_Spawn_Props - Enable
OnTeamCap1 - Blue_Spawn_Props - Enable
OnTeamCap1 - Blue_Forward_Spawn_Props - Disable
OnTeamCap1 - Red_Spawn - Disable
OnTeamCap1 - Red_Forward_Spawn - Enable
OnTeamCap1 - Blue_Spawn - Enable
OnTeamCap1 - Blue_Forward_Spawn - Disable
OnTeamCap1 - Red_Flag - Disable
OnTeamCap1 - Red_Capzone - Disable
OnTeamCap1 - Blue_Flag - Enable
OnTeamCap1 - Blue_Capzone - Enable
OnTeamCap2 - Center_Cp_Prop - Skin 2
OnTeamCap2 - Red_Spawn_Props - Enable
OnTeamCap2 - Red_Forward_Spawn_Props - Disable
OnTeamCap2 - Blue_Spawn_Props - Disable
OnTeamCap2 - Blue_Forward_Spawn_Props - Enable
OnTeamCap2 - Red_Spawn - Enable
OnTeamCap2 - Red_Forward_Spawn - Disable
OnTeamCap2 - Blue_Spawn - Disable
OnTeamCap2 - Blue_Forward_Spawn - Enable
OnTeamCap2 - Red_Flag - Enable
OnTeamCap2 - Red_Capzone - Enable
OnTeamCap2 - Blue_Flag - Disable
OnTeamCap2 - Blue_Capzone - Disable
These outputs basicly determine the rules of the entire map, and it is imperative that you get all of these values correct in order to have a working map.
Theoretically, you can use this setup with multiple CP's, but for each CP, you need to add about another 24 values to each. The order those points are captured in will determine where a team will spawn at, where the values on each cp will disable all the other spawn areas while at the same time enabling the spawn area associated to it.
I assume that by using logic entities, you can instead of enabling/disabling the flags and their capzones, send information to a logic entity, and it will determine whether a team can capture or not (assuming they have all the CP's, for example).
Also, I assume that by using Trigger_Proximity ( http://developer.valvesoftware.com/wiki/Trigger_proximity ), you can define the effective areas of a respawn room, whereby the play will respawn at the closest respawn room on their death. This will need to be covered in another tutorial, however.
Anyways, I hope this tutorial will be of help to all of you looking to add control points and multiple respawn areas in a CTF based map.
-2 Bases with Respawn Areas
-2 Flags and 2 Capture Zones
-2 Forward Bases with Respawn Areas
-1 CP to control Forward Spawning and Flag Capturing
Now, this setup may seem a bit odd, and at first, you may not understand why you would set it up this way, however, this tutorial will explain the gameplay involved with this setup.
Before we continue, consider the following as your standard layout:
[Red Respawn=Red Flag/CapZone]<->[Blue Forward Spawn]<->[Central CP]<->[Red Forward Spawn]<->[Blue Flag/Capzone=Blue Respawn]
On a map layout such as this, initial fighting will focus in the center for control. Once control is taken, in this example by Blue, then Blue will by forced into an Offensive and Red will be forced into Defensive. At the same time, however, Blue's base will be very vulnerable, thus making it more difficult to capture the flag. If at any time should Red take the CP, then the roles of each team will be reversed.
Alright, down to making this work. I'd hope that by this far into the tutorial, I've scared away anyone who hasn't made a map before, and for those of you stubborn enough to continue reading, I'll refer you to what you should know in order to set this up beforehand.
First, you can either design your map and then place everything mechanics related on that map, or, you can start off doing so. In any event, I assume you'll set up at least Four complete Respawn Rooms accross the map. Please refer to http://developer.valvesoftware.com/wiki/TF2/Creating_a_Spawnroom for a complete guide to making a fully functional respawn room.
Once this is laid out, next thing you want to do is make a flag and a capture zone in each base. Please read this tutorial for setting those up: http://developer.valvesoftware.com/wiki/TF2/Flag_Based_Goal_Systems
And finally, I want you to follow this guide for creating only one CP in the center of the map: http://developer.valvesoftware.com/wiki/TF2/Creating_a_Capture_Point
Once these are placed, we're going to assign these values to each (leave any unassigned values at the default unless you know what you are doing):
Blue Base Respawn Area:
Func_Respawnroom -
Name - Blue_Spawn
Team - Blue
Start Disabled - No
Info_Player_Respawn -
Blue_Spawn_Props
Team - Blue
Start Disabled - No
Func_Regenerate -
Name - Blue_Resupply
Team - Blue
Associated Model - Blue_Locker
Prop_Dynamic -
Name - Blue_Locker
Blue Flag/Capture Zone:
Func_CaptureZone -
Name - Blue_Capzone
Start Disabled - Yes
Team - Blue
Item_Teamflag -
Name - Blue_Flag
Game Type - CTF
Team - Blue
Start Disabled - Yes
Red Forward Spawn:
Func_Respawnroom -
Name - Red_Forward_Spawn
Team - Red
Start Disabled - Yes
Info_Player_Teamspawn -
Name - Red_Forward_Spawn_Props
Team - Red
Start Disabled - Yes
Assosciated Control Point - Center_CP
Func_Regenerate -
Name - Red_Forward_Resupply
Team - Red
Associated Model - Red_Forward_Locker
Prop_Dynamic -
Name - Red_Forward_Locker
Central CP:
Trigger_Capture_Area -
Name - Center_CP_Capzone
Control Point - Center_CP
Can Red Cap? - Yes
Can Blue Cap? - Yes
Prop_Dynamic -
Name - Center_CP_Prop
Team_Control_Point -
Name - Center_CP
Blue Forward Spawn:
Func_Respawnroom -
Name - Blue_Forward_Spawn
Team - Blue
Start Disabled - Yes
Info_Player_Teamspawn -
Name - Blue_Forward_Spawn_Props
Team - Blue
Start Disabled - Yes
Assosciated Control Point - Center_CP
Func_Regenerate -
Name - Blue_Forward_Resupply
Team - Blue
Associated Model - Blue_Forward_Locker
Prop_Dynamic -
Name - Blue_Forward_Locker
Red Flag/Capture Zone:
Func_CaptureZone -
Name - Red_Capzone
Start Disabled - Yes
Team - Red
Item_Teamflag -
Name - Red_Flag
Game Type - CTF
Team - Red
Start Disabled - Yes
Red Base Respawn Area:
Func_Respawnroom -
Name - Red_Spawn
Team - Red
Start Disabled - No
Info_Player_Respawn -
Blue_Spawn_Props
Team - Red
Start Disabled - No
Func_Regenerate -
Name - Red_Resupply
Team - Red
Associated Model - Red_Locker
Prop_Dynamic -
Name - Red_Locker
Aight, now that we have all the entities set up with the proper values, we're now going to go back to the Center_CP_Capzone entity and assign the following outputs:
OnTeamCap1 - Center_Cp_Prop - Skin 1
OnTeamCap1 - Red_Spawn_Props -Disable
OnTeamCap1 - Red_Forward_Spawn_Props - Enable
OnTeamCap1 - Blue_Spawn_Props - Enable
OnTeamCap1 - Blue_Forward_Spawn_Props - Disable
OnTeamCap1 - Red_Spawn - Disable
OnTeamCap1 - Red_Forward_Spawn - Enable
OnTeamCap1 - Blue_Spawn - Enable
OnTeamCap1 - Blue_Forward_Spawn - Disable
OnTeamCap1 - Red_Flag - Disable
OnTeamCap1 - Red_Capzone - Disable
OnTeamCap1 - Blue_Flag - Enable
OnTeamCap1 - Blue_Capzone - Enable
OnTeamCap2 - Center_Cp_Prop - Skin 2
OnTeamCap2 - Red_Spawn_Props - Enable
OnTeamCap2 - Red_Forward_Spawn_Props - Disable
OnTeamCap2 - Blue_Spawn_Props - Disable
OnTeamCap2 - Blue_Forward_Spawn_Props - Enable
OnTeamCap2 - Red_Spawn - Enable
OnTeamCap2 - Red_Forward_Spawn - Disable
OnTeamCap2 - Blue_Spawn - Disable
OnTeamCap2 - Blue_Forward_Spawn - Enable
OnTeamCap2 - Red_Flag - Enable
OnTeamCap2 - Red_Capzone - Enable
OnTeamCap2 - Blue_Flag - Disable
OnTeamCap2 - Blue_Capzone - Disable
These outputs basicly determine the rules of the entire map, and it is imperative that you get all of these values correct in order to have a working map.
Theoretically, you can use this setup with multiple CP's, but for each CP, you need to add about another 24 values to each. The order those points are captured in will determine where a team will spawn at, where the values on each cp will disable all the other spawn areas while at the same time enabling the spawn area associated to it.
I assume that by using logic entities, you can instead of enabling/disabling the flags and their capzones, send information to a logic entity, and it will determine whether a team can capture or not (assuming they have all the CP's, for example).
Also, I assume that by using Trigger_Proximity ( http://developer.valvesoftware.com/wiki/Trigger_proximity ), you can define the effective areas of a respawn room, whereby the play will respawn at the closest respawn room on their death. This will need to be covered in another tutorial, however.
Anyways, I hope this tutorial will be of help to all of you looking to add control points and multiple respawn areas in a CTF based map.
