flag cap help


eyeronik
09-02-2004, 10:47 AM
i have a flag that is positioned on a model and you cannot reach it to cap it normally and it needs to be a normal cap. I have tried using a dod capture entity as if it was a zonal style cap, and changed this to 1 person and 0 time to cap, but the 0 time doesnt work, only with 1 second will it work. So i have a flag that is slightly slower to cap than the normal ones and it can be broken if you quicly move out of the zone area. Is this acceptable or is there another method?

travis
09-02-2004, 10:58 AM
there are many maps that have flags like this.

you said it yourself it only works with 1 second - the case may be that dod capture point can only work with a time of 1 second or more. tried something like 0.5 as the seconds to cap setting?

there are other ways of doing this but involve the compilation of numerous entities in my experience it really doesnt matter..make the cap zone big enough so if someone full pace runs thru the zone it will cap which will be the case eitherway due to the fact you can step out of the cap zone with dod capture point and still cap the flag up untill i believe a second later?

/me calls for a more experienced mapper to offer some suggestions

(4THIDUSA) SSG
09-04-2004, 06:52 PM
name the flag something, we will use "flag a" in this example, now choose the AAATrigger texture, place it where you would like them to be at to cap your flag, the placement of the flag doesnt matter, you can put the flag on top of the building and put the dod_capture_area in the living room, you can also hit the flags button and check the hide flag, to make the flag invisible, but still you can cap the flag becasue of the dod_capture_area, make the texture, now right click on the AAATrigger box you just made, hit tie to entity, choose dod_capture_area, give it a name, so you can know what it points to, then in the target block put "flag a", also from the properties you can choose how many it takes to cap how long etc......, hope this helps

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