One way to have "objectives" in a map


Furyo
12-05-2005, 07:33 AM
I played around with Hammer today, trying to figure out how to have objectives in a map.

It's not much of a work around, but with proper map design it can work as an "objective" would.

I haven't managed to make a breakable entity trigger a cap, because the output setting doesn't exist, so this isn't exactly objectives as we are used to having.

The way it works is as follows:

A dod_capture area (and flag) are set, and start activated (haven't managed to trigger an activation either for unknown reasons)

Enclose this capture area and flag in a playerclip textured func_brush, which is the only way you can name it.

On breaking a specific object (in my example a crate), you can trigger the func_brush to be killed, allowing you access to the cap zone.

Couple that with a game_text triggered as a player enters a zone, to tell him he needs to complete something before entering the area, and you have an "objective"


Here's an idea of how it could be used:

Commando mission. Disable the communications system before storming the nearby kommandantur. the breakable entity would be a radio outpost. If allies manage to destroy that post in x amount of time, axis can't warn the kommandantur. If allies can't, round is over.

Destroying the radio outpost gives them access to the rest of the map (spawn points change, see Fuzzdad's tutorial for that part, for both axis and allies) and the game turns to a more conventional CTF type map (where the axis have to keep the kommandantur, whereas allies needs to capture it)




Anyway that's all fine and dandy, but someone needs to get to work ;).

You can download the complete zip with source files and bsp at the following links to see how this is done.

http://www.907th.com/media/maps/dods_maps/dods_objectives.zip


For some reason I couldn't get the game_text to work. If anyone wants to add on to this example, please do so. The community as a whole will get a lot further than one man on his own.

Hope this is useful for some.

ultranew_b
12-05-2005, 08:45 AM
Great Stuff !!!

I cannot get messages to work either. I've tried to trigger game_text and env_message entities, neither work.

wickit
12-05-2005, 09:15 AM
i can also confirm in game messages dont work.
i was going to add warning to spawn protection...

FuzzDad
12-05-2005, 09:20 AM
You can message using the hud hint system...but it's not visually appealing (it has some overwrite to it) but it works. And...I'll bet you can use breakables to trigger other events easily...use the output to send a call to whatever you need to call.

Furyo
12-05-2005, 10:53 AM
Well originally I tried to deactivate the capture area for the flag (start deactivated) then to have it be enabled by the breaking of the crate. Never worked.

That's how I thought about this work around, to have it enabled but inaccessible.

I did try many combinations of outputs/inputs, but for some reason dod_capture_area and dod_control_point won't work. It's like these entities can't be triggered to do anything more than what they're originally meant to.

It wouldn't be so bad if the VDC had some sort of information about this whole mess Dod Source mapping is, but alas not one major site has info about dod specific entities.

/rant mode off :)

So yeah, for now it looks like it'll be our own attempts that will solve some mysteries. If more guys want to carry the torch on, please be my guest.

pedroleum
12-05-2005, 11:26 AM
you're my hero if you make the "objective" not recapturable by the enemy.
something like a trigger which generates the playerclip again? if you leave the area?

ultranew_b
12-05-2005, 11:57 AM
Thanks for that great tip FD re: messages. Got that system installed and it works great. :)

Originally posted by pedroleum
you're my hero if you make the "objective" not recapturable by the enemy.
something like a trigger which generates the playerclip again? if you leave the area?

Why not just trigger a mover with a nodraw texture covering it, move in and block instead of trying to trigger playerclip stuff? :)

Furyo
12-05-2005, 12:20 PM
It's a lot easier than that and can be done right now. Simply have those objectives controlled by a team at round start, and in the properties say "No" to "axis can cap" or "allies can cap" depending on which side you don't want to be able to cap. With that said it can be done on a neutral flag too, it's not like you have to give the flag to a team.

That's right in the control point settings

SgtPoisonMiller
12-05-2005, 02:52 PM
Ya... there needs to be some way to trigger a cap other than a person standing there...

In one of my maps I wanted to use a "document" (thing shaped like papers in a folder) to be placed in a certain place and it capture the flag.. but appearently flags are really anal retentive about what captures them...

I tried:

1. Making the folder a func_brush, then setting up a target/trigger system so that the func_brush would trigger the flag's "Set Owner" or "Set Team" value. Neither worked.

2. Making the folder trigger "Turn On" or "Enable" the cap area for the flag... didnt work.

So...

this sucks...

how do they expect dod_charlie to work if they don't have explosive packs to place on the walls and 88's?

the best thing I can do right now to destroy something is make it a flag, and tell it when it's done capping, to trigger a logic_timer which triggers "explosion1" which is a series of phys_explosion, env_explosion, and some env_steam to make a "shockwave" effect.

FuzzDad
12-05-2005, 03:39 PM
and...I have to think we'll see objective maps from Valve in the future so we'll get the code then.

Furyo
12-05-2005, 03:45 PM
I certainly hope so

pedroleum
12-05-2005, 05:17 PM
stupid me! :D

[oap]Agent_S
12-06-2005, 07:19 AM
Originally posted by FuzzDad
and...I have to think we'll see objective maps from Valve in the future so we'll get the code then.

I hope so too, I wanted to have C4 pack to destroy the bunkers on my map but have no way of doing it that I can see.

P.S. thanks for the hudhint tip too, thought id tried it already but it now works.

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