Progressive flag headache


Ca-Chicken-Soup
02-12-2006, 02:55 AM
I'm trying to make a half 'push' style half advance style map and having trouble with enable 'start disable' flags.

What I want to have is the first flag enabled and then to cap which then enables a second disabled flag to be able to be capped. (hah tounge twister)

But what I'm having trouble with is the triggers and such.

Having the dod_control_area send a 'enable' trigger to the second flag on axisendcap does nothing and the second flag area (with the 'start disabled' flag set) doesn't register..

Anyone have a clue or answer to this one? I would really love to be able to make this work otherwise people will capture the flags in a way to make the map boring to play

[oap]Agent_S
02-12-2006, 04:01 AM
Originally posted by Ca-Chicken-Soup
Anyone have a clue or answer to this one? I would really love to be able to make this work otherwise people will capture the flags in a way to make the map boring to play

If it helps, Ardennes origionally had 2 spawns and they were ment to be triggered by a flag cap but I found the outputs dont work either.

I tried sending it to a logic relay and other trigger handlers but it didnt work, think this is one of the things they may fix in Hammer later on.

Furyo
02-12-2006, 04:32 AM
all previous attempts at enabling cap zones (that started disabled) have failed. I made two vmfs for "objectives" in the past, that were going around that.

What you'll want to do is have a player clip area that's just as big as the cap zone. On the first flag cap, you then disable that playerclip, which gives access to the second flag cap zone that was always active to start off with.

That may look a little weird though to have a large unaccessible open area for all your other flags, so I suggest either having a very small cap zone (touch the pole basically) or to have the flag within a building with doors that would blow up after the first cap, or something of that nature... that looks more and more like objectives

Ca-Chicken-Soup
02-12-2006, 04:12 PM
Yeah I'll have to do that then, too bad the functions in the entity don't work :rolleyes:

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