Capture the Flag

SpirrwellSpirrwell That Guy That Knows Things About a Lot of ThingsMembers
edited December 2014 in Scripting
[background=transparent]Hello everyone! As you may have gathered from the title, I’ve created a capture the flag gamemode for PVKII. This here will be the first version of it. It doesn’t contain all of the features that I had wanted, but I hope to soon be able to incorporate those features at a later time, which if you read my other custom models thread, you may get an idea as to how long that might be.[/background]

[background=transparent]**Plugin, Maps, & Gamemode Information**[/background]

[background=transparent]In any case, I’ve always wanted to play a capture the flag gamemode in PVKII. It may certainly be possible to do through a map alone, but that would end up being incredibly difficult and not quite as functional.[/background]

[background=transparent]The source to everything can be found here, including map sources: [/background][background=transparent]https://github.com/Spirrwell/PVKII-Capture-the-Flag[/background]

[background=transparent]If you just want the plugin with the maps\sounds, here it is: [/background][background=transparent]https://www.mediafire.com/?52d00gj75s6p82w[/background]

[background=transparent]The default capture limit is 10, and I wanted to implement a voting system to change that, but it can be changed through a cvar, [/background][background=transparent]ctf_capturelimit[/background][background=transparent]. Along with that, the plugin also supports [/background][background=transparent]mp_restartround [/background][background=transparent]so you can restart the round whenever.[/background]

[background=transparent]Please keep in mind, the maps are really only test maps, though one of them I do hope to finish into a full map which is ctf_2mach. It’s supposed to be a re-creation of an old QuakeTF map I used to play a long time ago, 2mach1. The lighting in the maps just looks so eye straining to look at in my opinion, so I really hope someone makes their own maps for it. I have put the map sources up on github so you can edit them if you want. I have absolutely no problem with that. Just make sure that if you do release a modified version, that it’s explicitly marked as so, as not to cause confusion.[/background]

[background=transparent]As for the gamemode itself, it’s pretty straightforward if you’ve ever played CTF before you’ll figure it out. Also, you can drop the flag just like you can a trinket in trinket wars.[/background]

[background=transparent]**Map Creation**[/background]

[background=transparent]In the source that I posted, I also created map prefabs, this is intended for anybody interested in making maps for CTF. The way the plugin works, it searches for entities by their targetname. Since it’s impossible for me to actually create an entity since I’m not a PVKII Team member, I’ve done this instead to make it easier to map for. You should be able to simply copy the prefabs into your sdkbase_pvkii\bin\Prefabs directory. Prefabs can be used by selecting the Entity Tool, and then where you would normally select an entity, you change the category to “Prefabs” under “Categories” here:[/background]

[background=transparent]4St6oqF.png[/background]

[background=transparent]If you have a bit of a difficulty moving around the prefabs, because it’s all clumped together, you can ungroup them. I mention that, because I didn’t know before that they were considered grouped, haha. [/background]

[background=transparent]You could also create your own flag model, that would certainly be possible, as I think that this is kind of ugly haha, but you can. It might be a little weird with offsets\angles because I have a lot of that hard-coded in the plugin, but it can be done. If you experience any weird angle issues with the flag itself, please be sure that the flagpole, and the flag itself have the same angles. Along with that, there is also a capture zone, the capture zone doesn’t necessarily have to be where the flag itself is. Along with all of that, I modified the pvkii.fgd. This is so when you place the info_pvk, you actually set the gamemode to “Capture the Flag” If you don’t want that, you can just turn off SmartEdit and then change it to 7. I hope I can do some more proper documentation sometime in the future.[/background]

[background=transparent]For just the map tools, you can get them here: https://www.mediafir...3bf8x0sebosabd8[/background]

[background=transparent]**Other Information**[/background]

[background=transparent]As it stands, it should feel pretty much like an ordinary PVKII gamemode. I even re-implemented the cheering at the start of a round, however I need to do some bugfixing on that, you can still use voice commands while it does it, so I’ll try to fix that up.[/background]

[background=transparent]If anybody notices that when the map changes sv_lan is getting reset to 0, that’s because the plugin does that to avoid a crash. I don’t know why it happens, but if sv_lan is left to 1 when the map changes, it will crash the server. So just keep that in mind if you need sv_lan 1.[/background]

[background=transparent]If you have an issue with going underwater in the ctf_2mach map, where a pink checkerboard texture comes up on your whole screen, I have no idea what causes that. That’s a map issue, that I have no idea how to fix, and it seems to happen randomly, so you’ll need to restart PVKII to fix it.[/background]

[background=transparent]Unfortunately, I have so far been unable to find a way to stop the game from ending automatically. It still thinks that it’s a DM gamemode, so when the time runs out, the game ends. So I do recommend with a lower time limit, you have a lower capture limit.[/background]

[background=transparent]In the ctf_basic map, you’re more likely to come across an issue where the flag falls over, but it’s supposed to stand up even if you drop it. I’ve tried a phys_keepupright entity, but it doesn’t seem to be perfect.[/background]

[background=transparent]This plugin was compiled with SourceMod 1.6.3. For server owners still running 1.6.2, it should still work as far as I’m aware.[/background]

[background=transparent]If you find any issues other than what I’ve already listed, please post them here.[/background]

[background=transparent]I hope that whoever decides to host this and play it enjoys it. I’ll try my best to improve upon it whenever I can, and anyone is free to do so on their own.[/background]

[background=transparent]**Screenshots**[/background]

KKIDxB6l.jpg

[background=transparent](Full Size)[/background]

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[background=transparent](Full Size)[/background]

[background=transparent]**Future Plans**[/background]

[background=transparent]Whenever I’m able to resume all of the stuff I’ve worked on, my future plans for the plugin include being able to run capture the flag on all booty maps, and potentially with any map that you can create a config for.[/background]

[background=transparent]**Special Thanks**[/background]

[background=transparent]I’d like to give a special thanks to Felis for helping with some SourcePawn related questions, we’ve helped each other a lot, and I’m grateful for your help! I’m looking forward to what YOU have to bring. ;)[/background]
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56JtqQq.jpg
kJFRh1a.png
MOBO: MSI Z87M GAMING
CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
GPU: EVGA GTX 660 Ti
RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
OS: Windows 10 Technical Preview

Comments

  • FelisFelis Glitch Kitty PVKII Team
    edited December 2014
    Spirrwell wrote:

    [background=transparent]I’d like to give a special thanks to Felis for helping with some SourcePawn related questions, we’ve helped each other a lot, and I’m grateful for your help! I’m looking forward to what YOU have to bring. ;)[/background]


    I can already smell the poop.

    74EnWVM.png
    Soon in theaters near you.
  • SpirrwellSpirrwell That Guy That Knows Things About a Lot of Things Members
    edited December 2014
    Hahaha, I'm looking forward to it. How in the world did I make that typo? 'k' is on the opposite side of the keyboard. O.o

    But I am looking forward to it. ;)

    Edit: Agh, you fixed the quote. :P
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    yP71cHI.gif

    Xxkr2il.jpg
    56JtqQq.jpg
    kJFRh1a.png
    MOBO: MSI Z87M GAMING
    CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
    GPU: EVGA GTX 660 Ti
    RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
    OS: Windows 10 Technical Preview

  • AGSMAAGSMA The Antichrist has Resurrected PVKII Team, Beta Tester
    edited 5:56PM
    Awesome!

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  • SpirrwellSpirrwell That Guy That Knows Things About a Lot of Things Members
    edited 5:56PM
    Just a quick thing, I DO recommend updating to SourceMod 1.6.3 with this. Because they've finally updated the gamedata and such. It works just like it's supposed to. If you do update to 1.6.3, you may have to restart the server once more if the gamedata updates. But anyway, just a recommendation, I doubt any server will run this, but it shouldn't interfere with other maps\gamemodes if someone's worried about that.
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    kJFRh1a.png
    MOBO: MSI Z87M GAMING
    CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
    GPU: EVGA GTX 660 Ti
    RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
    OS: Windows 10 Technical Preview

  • AGSMAAGSMA The Antichrist has Resurrected PVKII Team, Beta Tester
    edited 5:56PM
    I like the mode, but I personally think it's better suited for smaller maps, like how you mentioned during today's play. PVK's classes aren't really fast, unlike Quake where every player have the same stats and they can run and fly wherever they are. It feels like an eternity trying to reach the other side of the map.
    Other than that I'm curious how the game mode will evolve.

    76561198031989549.png

  • SpirrwellSpirrwell That Guy That Knows Things About a Lot of Things Members
    edited 5:56PM
    You missed the smaller map. Haha, but yeah. I am too.
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    yP71cHI.gif

    Xxkr2il.jpg
    56JtqQq.jpg
    kJFRh1a.png
    MOBO: MSI Z87M GAMING
    CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
    GPU: EVGA GTX 660 Ti
    RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
    OS: Windows 10 Technical Preview

  • AGSMAAGSMA The Antichrist has Resurrected PVKII Team, Beta Tester
    edited 5:56PM
    Spirrwell wrote:

    You missed the smaller map. Haha, but yeah. I am too.

    My modem is a piece of crap that doesn't let me run the mod for over fifteen minutes without my ping to raise up like an erection and forcing me to give up on it.
    Quite an achievement for a company that recently got a Consumer's Choice award.

    76561198031989549.png

  • Combine™Combine™ Beta Tester, Authorized Creator
    edited 5:56PM
    This looks awesome you surely have some talent/skill! keep it up champ!
  • MadKatMadKat Senior
    edited 5:56PM
    Looking forward to trying out the game mode! Awesome work.

    Thanks for sharing the source!
    Programmer, Swashbuckler
    Author of PVKII Randomizer
    Author of PVKII WeaponsMaster
  • SpirrwellSpirrwell That Guy That Knows Things About a Lot of Things Members
    edited 5:56PM
    I'm back! And no problem! Of course I would release the source. I made a mistake though that Felis kindly pointed out. I uploaded the wrong gamedata with this plugin so nobody could run it... :/ Stupid me. It's fixed on GitHub, and I fixed the download.
    5GY1DFV.png


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    yP71cHI.gif

    Xxkr2il.jpg
    56JtqQq.jpg
    kJFRh1a.png
    MOBO: MSI Z87M GAMING
    CPU: Intel® Core™ i7-4770K OC'd @ 3.7 GHz
    GPU: EVGA GTX 660 Ti
    RAM: Ripjaws X 8GB (2 x 4GB) DDR3 2133MHz
    OS: Windows 10 Technical Preview

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