Breakable Objectives - theory

02-11-2006, 01:26 PM
ok, so I just got another idea for a temp. fix till we actually get objective maps.

Use the Rocket Breakable objects tut that i just made (HERE (
Im not good with triggers so im not sure if you can do this. Set it up so that when you blow up the func_breakable, it triggers a cap zone box to move into the proper teams spawn, so the next spawn wave it will cap the flag.

again, not sure if you could do it, but its a possible fix to the problem.

edit: ok, another thought, if you cant make the cap zone move, just make the spawn zone floor move down by 1 or 2 units, exposing 1 unit of the cap zone.

02-11-2006, 03:06 PM
Interesting theory !

It's all hinged on whether or not you can move the trigger/cap volume or not.

IF... it is movable, you may want to consider making one large cap zone that covers the whole level, when its triggered, it will hit at least one player somewhere (eliminating having to wait for a player to respawn to trigger it).


02-11-2006, 03:36 PM
theres an even better idea :-P wasn't thinkin of that but is there anyone that can try to get something like this to work? cause im not very good at the mapping part, nevermind the triggers, there WAY over my head. i tried for about an hour, gave up, and kept doing what i was doing before i got these ideas.

02-11-2006, 03:44 PM
moving large brushes was one of the reasons for fuzzdad's massive hold up at the start of rounds on Anvil IIRC.

Objectives are coming guys. If I were you, I'd work on my map regardless of flags/objective, have it ready to come out when objectives are out, and simply update the map with those. It's not like we're all stuck waiting for them

02-11-2006, 03:54 PM
yea, but why not get them out (if its possible) BEFORE the real ones come? its like the custom .fgd file, a fix for the mean time.

02-11-2006, 03:55 PM
Originally posted by ultranew_b
Interesting theory !

It's all hinged on whether or not you can move the trigger/cap volume or not.

IF... it is movable, you may want to consider making one large cap zone that covers the whole level, when its triggered, it will hit at least one player somewhere (eliminating having to wait for a player to respawn to trigger it).


Sounds like the House in Glider.

02-11-2006, 04:06 PM
I screwed around with this in hammer a bit. It's not gonna happen, sorry panfrie.

It's not possible to move a dod_capture_area "volume" or even attach it to a mover.

We'll just have be patient!


02-11-2006, 04:34 PM
well here is my second idea, it may make maps uber lagy tho, in which case its a bad one. Could you make the cap zone JUST under the map, or even just under the spawn, make the spawn zone a door, then make the door get triggered so it moves down 1 or 2 units and makes the players hit the cap zone?

02-11-2006, 05:35 PM
Actually now that I think about it, there should be a way to make it work.

Using the same method of advancing spawns that uses a moving brush to block in/out the spawn points, one can use the same technique to block in/out an existing cap zone.

So basically instead of moving the cap zone, you move the func_brush that blocks the zone. Gotta be an extremely quick move though, for the player that destroys said objective to cap the flag in .1 second

02-11-2006, 06:48 PM
Well !!!

I'm happy to report this method does indeed work !!! You now have triggerable objectives for dod:s maps !! (Until Valve release their official version)

Download .bsp and .vmf Files:

To Use: Walk up to control panel you will hear a brief warning message, then objective will trigger. You can apply this method to many scenarios.


02-11-2006, 06:57 PM
That's what I'm talkin about. Nice collaboration, fellas! It's what makes DoD so unique, I tell ya.

02-11-2006, 09:05 PM
YES!!!! here come a few obj. maps hopefully!

thanks alot for you guys to have tested this out.

02-11-2006, 11:36 PM
Can you destroy it and that tiggers the objective complete? Or just standing near it? Standing near it seems the same thing as a flag, just a different model.
Oh another thing to consider is making a metamod plugin? It would take some C programming though, as well as having a mod requirement for your maps, which is icky.

02-12-2006, 12:03 AM
I played a bit with this also, I used a cap zone almost as large as the map(small map anyway)it covered everywhere but the axis spawn, I DISABLED IT,after the Allied capped the objective(it was to operate a set of locks to let a boat through a canal)the boat hit the last path_track and THAT set off an airraid that killed all axis AND ENABLED the cap area that covered the map, since all axis were dead, the allied instantly capped the map and won.

not elegant but it worked with 12+ppl in the map

02-12-2006, 12:04 AM
what happens (if its what i suggested) is that after you blow up the objective, the groudn that your standing on moves down by only a couple of units, so it bearly noticeable(sp?), making someone from the team hit the cap zone.

02-12-2006, 01:24 AM
Not bad ultranew, but what if they can hit the obj from far away? Or if the ground is uneven or displacedmapped?

02-12-2006, 01:34 AM
I actually like Ace's method. If you did it properly and professional looking, it would seem pretty cool. Plus it works.

Don't really understand PanFrie's. So this movable brush is in spawn? If it's anywhere else, the Axis are just going to block the cap, right?

02-12-2006, 04:28 AM
Well you can make the cap only accessible to one team.

But yeah the moving ground is a good idea until you want to displace your streets/ground and you're in a world of pain...

02-12-2006, 06:45 AM
Yes, this method has its limitations, but in the very least you could blow stuff up etc and have it trigger an objective.

I wanted to keep the sample map simple thats all.

Valve will be releasing an official obj trigger soon anyway, so this is a very simple hack job until then.

Bumpy ground would require multlpe triggers and movers (not fun). Like I said this method has its limitations.

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