Furyo
01-05-2006, 02:54 PM
Ok now that I got your attention, it's a "workaround" meaning it's not a proper "objective" map
Let's start with the facts (unless proven otherwise in the future) for now:
1) a capture area can not be activated with a trigger
2) No entity can trigger a cap
3) as long as one or both of the above facts will not be worked on by Valve, proper objectives can't be added to dods maps.
Some weeks ago, I had posted a possible workaround for objectives, which basically was just to make a capture area inaccessible, unless some action took place somewhere in the map. You can find the thread here:
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=59572
Today I combined this idea, with the flag system, and made this quick zip for you all to download:
http://www.907th.com/media/maps/dods_maps/dods_objectives2.zip
It keeps the same idea of having to break a crate to access a certain zone (which you can do without) and once accessible, you'll be able to "cap" the crate inside the said zone, which upon breaking, will ignite a series of env_fire entities, leading to the explosion of barrels and a tiger tank, itself constituting the objective.
The purpose isn't to design a all in one solution obviously, actually you'll find that the "oil leak" created by the breaking of the crate looks <3<3<3<3ty.
However, with good map design, one can have "objectives" currently
Possible application:
Mission: Allies must destroy the axis fuel depot before axis can successfully fill up their tanks and get the hell out.
Inside a restricted area, axis have means to destroy the fuel depot themselves, should they have to resolve to that (so allies can't benefit from it either).
Allies would need to enter this restricted area (cap zone) and retain it for a certain amount of time unchallenged (capping the invisible flag) which will set a chain of explosions leading to the fuel depot (or even better, a TNT trigger can be made, with a spark following path_tracks).
Obviously you'll need to set up the cap zone to be impossible to cap by axis.
That's it for now, I don't think I could ever get closer to having proper objectives without Valve releasing some update, so hopefully someone will find this "fix" useful.
Let's start with the facts (unless proven otherwise in the future) for now:
1) a capture area can not be activated with a trigger
2) No entity can trigger a cap
3) as long as one or both of the above facts will not be worked on by Valve, proper objectives can't be added to dods maps.
Some weeks ago, I had posted a possible workaround for objectives, which basically was just to make a capture area inaccessible, unless some action took place somewhere in the map. You can find the thread here:
http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=59572
Today I combined this idea, with the flag system, and made this quick zip for you all to download:
http://www.907th.com/media/maps/dods_maps/dods_objectives2.zip
It keeps the same idea of having to break a crate to access a certain zone (which you can do without) and once accessible, you'll be able to "cap" the crate inside the said zone, which upon breaking, will ignite a series of env_fire entities, leading to the explosion of barrels and a tiger tank, itself constituting the objective.
The purpose isn't to design a all in one solution obviously, actually you'll find that the "oil leak" created by the breaking of the crate looks <3<3<3<3ty.
However, with good map design, one can have "objectives" currently
Possible application:
Mission: Allies must destroy the axis fuel depot before axis can successfully fill up their tanks and get the hell out.
Inside a restricted area, axis have means to destroy the fuel depot themselves, should they have to resolve to that (so allies can't benefit from it either).
Allies would need to enter this restricted area (cap zone) and retain it for a certain amount of time unchallenged (capping the invisible flag) which will set a chain of explosions leading to the fuel depot (or even better, a TNT trigger can be made, with a spark following path_tracks).
Obviously you'll need to set up the cap zone to be impossible to cap by axis.
That's it for now, I don't think I could ever get closer to having proper objectives without Valve releasing some update, so hopefully someone will find this "fix" useful.