Adding Objectives?


Jimmy Crack Corn
01-04-2006, 08:44 AM
Is anyone making a map with an objective instead of just capping flags?

Would any of you consider making one your maps into an objective based map? or adding an objective to one of your maps so that in addition to holding all of the flags you need to get an object back to your spawn exit.

I am really enjoying the maps that are coming out and are already out and was wondering what some of them would be like if you had to take some tnt from your spawn and open a boarded up building with it to get the documents back to your troops for the win. Or taking some tnt and exploding one of your opponents spawn exits with it so they had one less way to leave spawn or possibly fighting your way to a strategic point in the map and after holding it for a specified amount of time you open up a new route or advanced spawn or ? for your team.

What do you think about this?

JCC

Sheeprider
01-04-2006, 10:25 AM
Well Iīm not sure if capture maps (like on jagd with brits) can be made yet, but the maps with destroyable objectives canīt be made yet since there isnīt a way to make them only break with a bazooka. Also I donīt think you could make those TNTīs yet either... Well maybe someone could somehow work around it...

Iīve not really looked in to all this yet so if anyone has more knowledge about please do tell us. :D

Furyo
01-04-2006, 10:55 AM
The only thing one can do is to only allow access to a portion of a map once an action takes place elsewhere (like breaking up something).

Unfortunately the FGD doesn't contain code to have a breakable entity trigger an objective capture (i.e. destroy tiger tank = flag captured by allies)

I think we'll just have to wait for Valve to release one objective maps themselves (if they ever plan to have some), which would give us a large update and new possibilities with hammer.

[SAS]==Colster==
01-04-2006, 02:46 PM
Originally posted by Furyo

Unfortunately the FGD doesn't contain code to have a breakable entity trigger an objective capture (i.e. destroy tiger tank = flag captured by allies)



No I guess the best you can do for now is do it the other way round, capture a certain area (ie with a detonator model in it) and the tank explodes

Jimmy Crack Corn
01-05-2006, 08:36 AM
Thanks for the responses. The Source mappers have been doing so much I didn't know if stuff like this was possible yet.

Keep up the great work.

JCC

Insta
01-05-2006, 08:59 AM
Originally posted by Furyo
The only thing one can do is to only allow access to a portion of a map once an action takes place elsewhere (like breaking up something).

Unfortunately the FGD doesn't contain code to have a breakable entity trigger an objective capture (i.e. destroy tiger tank = flag captured by allies)

I think we'll just have to wait for Valve to release one objective maps themselves (if they ever plan to have some), which would give us a large update and new possibilities with hammer.

You can limit func_breakables to only be damaged by explosions by using a filter_damage_type. Of course, this means that grenades would also work.

Also, you can't trigger flag caps, but what about activating a large capture-zone brush once the "objective" has been destroyed? Make it large enough that you're 100% sure one of the players from the correct team will be in it when the objective is destroyed, then have it silent-trigger a flag which is hidden outside of the map.

Half of the fun in mapping is finding complicated ways to work around limitations :)

Furyo
01-05-2006, 10:03 AM
Well Insta, that might workb but I doubt it. I actually posted a vmf of it some time ago after spending some time working on it.

Basically set a func_brush named "whatever" around any area, to block off access to it (I used player clip on it)

On breaking up, the func_breakable (in my case a crate) has an output to "kill" the entity called "whatever", which allows access to the area previously blocked.

So the capture area is always "active", but it's not always accessible. That's the only thing I managed to have work.

So yeah, the func_brush could be surrounding the "objective" (in my example, the crate) but the problem remains that I haven't managed to "activate" a cap zone that started "inactive". The output trigger doesn't seem to work.

So for it to work, the area would always have to be active, in which case breaking the crate wouldn't serve any purpose...

Bah that's it, you've triggered my curiosity, I'm just gonna have to start hammer up and have fun ;)

Stay tuned

Insta
01-05-2006, 11:41 AM
Furyo, try this.

It's something I built just now, but I'm almost sure it will work (can't test it myself, Steam is having some problems).

It's a dod_capture_area which covers the entire map, and starts disabled. There's a func_breakable which activates the capture_area when it breaks. Only allies can use the capture_area.

Let me know if this is what you've tried before.

Sheeprider
01-05-2006, 12:28 PM
Half of the fun in mapping is finding complicated ways to work around limitations :) [/B]

Umm... More like:
"Half of the fun in mapping is finding complicated ways to do simple things"

Not implying to this situation, but in general. :D

Oh and I think that work around might just work... But I guess weīll have to wait untill someone tests it.

Furyo
01-05-2006, 01:45 PM
I was without an internet connection for the past hour, so I haven't been able to follow up on this thread.

I have been working on something similar Insta, and I'm just about done with it. I'll test your attempt, but to me there is no way to make an event trigger the cap itself and, also to my knowledge there is no way to activate a capture area that started disabled. That sure would help a lot, but I just wasn't able to figure it out. Sure you can set it up, but it doesn't change anything in game.

Anyway, give me a few moments and I'll get back to you with more info

Furyo
01-05-2006, 02:24 PM
Just as I thought Insta, it doesn't work. Sure one can destroy the func_breakable, but it doesn't do anything to the trigger zone.

I've reworked a workaround which I'll be posting momentarily

ultranew_b
01-05-2006, 02:40 PM
Is it possible to spawn player models (bots)? Maybe you could have a cap area extended to a hidden area, in that hidden area, spawn a bot of the desired team. The bot will cap the zone, giving the illusion of a triggered event.

1. Player triggers something.
2. Trigger spawns bot.
3. Bot caps flag (out of sight).
4. Timer destroys bot after x seconds.


:)

Furyo
01-05-2006, 03:00 PM
bots are not supported right now, so you can probably spawn a new spawn point (info_player_axis/allies) but it would become another spawn point for the actual players, and that would definitely screw them up. You should go ahead and try it though

ultranew_b
01-05-2006, 03:11 PM
Originally posted by Furyo
bots are not supported right now, so you can probably spawn a new spawn point (info_player_axis/allies) but it would become another spawn point for the actual players, and that would definitely screw them up. You should go ahead and try it though

What about applying FDs method of spawning an info_player_axis/allies into a brush so its disabled?

Just had another epiphany :D

Have an infoplayer allies/axis already inside a hidden cap zone, but have it set-up so it is disabled at the start of the map (by planting the infoplayer allies/axis inside a mover brush (track_train)). When the player triggers something it moves the mover brush enabling the infoplayer allies/axis to cap the area.

Bingo, a triggered objective !

:)

Furyo
01-05-2006, 03:40 PM
Not sure what info_player does, but a spawn point is just that a spawn point, it's not an active entity and probably won't do anything to the cap zone.

josh_u[RR]
01-05-2006, 05:25 PM
question: can cap zones be moved? ie, can they be tied to a func_door or func_train? if so, you could just have the cap zone under the map, then move it up on whatever event you like.

if not,you could do it the same way FD did with the forward spawn points. have the cap zone only a few units above the ground, and have a player clip brush covering it. destroy objective, and the clip brush drops allowing you to touch the cap zone.

of course its not really an objective unless you can carry an object, so meh. :kitty:

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