Progressive Flags


SLi-WooDy
12-06-2007, 01:06 PM
hi guys, would someone point me in the right direction or help me out with progressive cap points, basically i would like one team to detonate a bomb before being able to move onto the next flag.
i know ultranew b has done a few maps , one called dod_v2 i believe [very good map IMO ] where by you plant the bomb to destroy a road block before you can advance to the next point.
this is similar to what i need but without the tank.

can anyone help me out? thx

Owens [28th ID]
12-06-2007, 01:17 PM
http://developer.valvesoftware.com/wiki/Dod_bomb_target

SLi-WooDy
12-06-2007, 01:43 PM
tht doesnt really explain how to make it a progressive capture point. i already have the bomb site made but require it to be capped before the next point.

thx tho.

Cpl. Punishment
12-06-2007, 03:31 PM
If you want to be able to make a map where bombing a target doesn't capture a flag, I believe that was done in dod_flash_tank.

SLi-WooDy
12-06-2007, 04:45 PM
no not cap a flag, what i need is flags to be capped in order. so say you have 4 flags you cant cap the 2nd without the first.

Hintzmann
12-06-2007, 11:57 PM
I have made something like this in a new version of dod_ludendorff. Where only 2 of the 5 flags are active at a time. You then fight for the next cap to either move forward you spawn area og push back the enemy spawn area. It was pretty simple. You disable or enable the area as you capture an area. I think I did it for the capture area, but might have been the flags. And you need a logic timer to reset at the start of a round.This might as well be done with detonations.

SLi-WooDy
12-07-2007, 02:26 AM
thx for the reply, thts what i am after. right let me go try.

SLi-WooDy
12-07-2007, 09:37 AM
still no joy the cap areas are disabled, but then once the previous area is capped they are not enabling.
the triggers are correct as its firing other outputs but not the cap areas.
anyone help?? im lost.

p.s is it me or do half the sdk tools not work correctly in dods

Hintzmann
12-10-2007, 01:48 PM
Sorry for my late reply.

I only disable/enable dod_capture_area, not the dod_control_point (flags).

Alle of the dod_capture_area must have "start disabled" set to NO. This is not the place to disable them.

You then need a "logic_auto".
For each of the dod_capture_area you have to enable/disable them on the output "OnNewGame". This is why we do not set it directly on the dod_capture_area

When a team capture an dod_capture_area you then need to enable/disable the next dod_capture_area for the output "OnAlliesEndCap" or "OnAxisEndCap".

That is how I did it on dod_ludendorff.

In your case you just have to enable the next dod_capture_area on your dod_bomb_target on the output "OnBombExploded".

That should do it.

SLi-WooDy
12-10-2007, 02:51 PM
its ok sorted. i figured out an easier way of doing it [not the right way but it works]

create an func_water_analog clip brush, set it to raise past the target. and walla. it resets itselfs also.
works very effective also, as the cap area is just 1 unit behind the clip and wont let you cap or plant abomb until triggered to raise.

FuzzDad
12-10-2007, 07:37 PM
About when TF2 came out I asked for it (along with a laundry list of other things) to be included in the next update. Next time I chat with Mugsy I'll ask if it made the "cut".

SLi-WooDy
12-11-2007, 04:24 AM
can you also ask for both teams to be able to plant bombs on the same target. thx.

Gurney Halleck
12-11-2007, 10:50 AM
Sli- this is what you're looking for and it works well.

http://fnfonline.com/forums/index.php?showtopic=3122

SLi-WooDy
12-11-2007, 10:59 AM
thx m8.. ill keep with my water rising clip thingy brush entity tied parent trigger for b1 .... LOL.

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