Capture The Flag (RO2 MOD): Difference between revisions

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(→‎Volumes: Added usage details for CGTAdvancedTriggerVolume ~~~~)
(Moved the Restrictions section above the Custom Map Objects section.)
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== Summary ==
== Summary ==
Capture The Flag for Red Orchestra 2 is a MOD developed by the modder -=THOR=-, with the collaboration of Mad_Fred and GrimReality. It introduces the classic CTF game type to RO2. Each team has a flag, generally located close to its initial spawn area. The objective is to take flag of the enemy, and bring it home to 'capture' it. A soldier can capture the enemy flag when his own flag is home. When the flag carier dies, the flag drops on the ground. If an enemy touches its flag, or after a server-customizable delay expires, the flag returns automatically to its stand. Before it that happens, a teammate of the dead flag carrier can pick it up and continue.
Capture The Flag for Red Orchestra 2 is a MOD developed by the modder -=THOR=-, with the collaboration of Mad_Fred and GrimReality. It introduces the classic CTF game type to RO2. Each team has a flag, generally located close to its initial spawn area. The objective is to take flag of the enemy, and bring it home to 'capture' it. A soldier can capture the enemy flag when his own flag is home. When the flag carier dies, the flag drops on the ground. If an enemy touches its flag, or after a server-customizable delay expires, the flag returns automatically to its stand. Before it that happens, a teammate of the dead flag carrier can pick it up and continue.
== Restrictions ==
*Dead Roaming, 1st and 3rd persons spectating are disabled for dead players. These view modes are only available for spectators, or when the mapper forgets to define cameras.


== Custom Map Objects ==
== Custom Map Objects ==
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*CGTSeqAct_GameManagerCTF: Used to assign the flags, flag zones, and hot zones to the internal game type controller. There should not be more than one instance of this object per map.
*CGTSeqAct_GameManagerCTF: Used to assign the flags, flag zones, and hot zones to the internal game type controller. There should not be more than one instance of this object per map.
*CGTSeqAct_SpawnZoneController: Used to dynamically control a spawn zone. Conditions can be defined, based on the number of enemy or friendly players (or their ratio) in a control zone, to define whether a spawn zone should be enabled or not.
*CGTSeqAct_SpawnZoneController: Used to dynamically control a spawn zone. Conditions can be defined, based on the number of enemy or friendly players (or their ratio) in a control zone, to define whether a spawn zone should be enabled or not.
== Restrictions ==
*Dead Roaming, 1st and 3rd persons spectating are disabled for dead players. These view modes are only available for spectators, or when the mapper forgets to define cameras.


== External links==
== External links==

Revision as of 13:50, 12 November 2012

Summary

Capture The Flag for Red Orchestra 2 is a MOD developed by the modder -=THOR=-, with the collaboration of Mad_Fred and GrimReality. It introduces the classic CTF game type to RO2. Each team has a flag, generally located close to its initial spawn area. The objective is to take flag of the enemy, and bring it home to 'capture' it. A soldier can capture the enemy flag when his own flag is home. When the flag carier dies, the flag drops on the ground. If an enemy touches its flag, or after a server-customizable delay expires, the flag returns automatically to its stand. Before it that happens, a teammate of the dead flag carrier can pick it up and continue.

Restrictions

  • Dead Roaming, 1st and 3rd persons spectating are disabled for dead players. These view modes are only available for spectators, or when the mapper forgets to define cameras.

Custom Map Objects

Although the gametype is consituted of many classes, most of them are used internally, and not used by the mapper. This section describes only the objects used by the mapper to implement CTF on his map.

Placeable Actors

  • CGTAlliedFlag/CGTAxisFlag: Allied/Axis versions of the flag (and pole). The actor is attached to the back of the flag carrier when touched by him the first time and dropped on the ground when he dies. A new instance is created at the home location every time the flag is captured, dropped and expired/returned.
  • CGTFlagStand: Lower part of the flag pole. This actor is not attached to the flag carrier. It acts as a standard visual cue as to where the capture zone is.
  • CGTCameraActorViewpoint: Custom camera with team-index filters. When cycling through the list of viewpoints, the player will/won't be able to see through those cameras if the filter defined by the mapper allows him to.

Volumes

  • CGTAdvancedTriggerVolume: This volume is a ROTriggerVolume. It has Touch/Untouch events. This volume is used to define the hot zones, the flag capture zones, and the control zones for dynamic spawning areas.
  • CGTVolumeNoFlag: This volume is a CGTAdvancedTriggerVolume. If the flag carrier enters such a volume, the flag automatically returns after a delay expires.
  • CGTVolumePlayerStartGroup: This volume is a ROVolumePlayerStartGroup. It is used by spawn zone controllers.
  • CGTVolumeSpawnProtectionCTF: This volume is a ROVolumeSpawnProtection. If the flag carrier enters such a volume, the flag automatically returns after a delay expires.

Kismet

  • CGTSeqAct_GameManagerCTF: Used to assign the flags, flag zones, and hot zones to the internal game type controller. There should not be more than one instance of this object per map.
  • CGTSeqAct_SpawnZoneController: Used to dynamically control a spawn zone. Conditions can be defined, based on the number of enemy or friendly players (or their ratio) in a control zone, to define whether a spawn zone should be enabled or not.

External links

Offical Capture The Flag thread