How to make a proper CTF? [message #48678] |
Mon, 22 September 2003 20:28 |
|
Ferhago
Messages: 1013 Registered: March 2003
Karma: 0
|
General (1 Star) |
|
|
I was wondering the scripting and such for a proper CTF zone and other things a CTF map would need. I ask this on behalf of a friend who is making a ctf map
|
|
|
How to make a proper CTF? [message #48685] |
Mon, 22 September 2003 22:18 |
|
Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
fairly simple and self explanotory. Basically get your two W3D models for the flags then browse to (Objects > Simple > CTF Objects >) and you should see two flag presets. Add temps from these flag presets and just change the model to yours in the settings. (GDI flag should go under the gold/GDI flag preset and opposite for Nod).
Next setup a "Script Zone All" over a pedestal or something (just some object that indicates the flag's home to the player) and attach TDA_CTF_Zone (the other script is not needed - it is used internally by the zone script). Settings for this zone are pretty strightfoward. Building to destroy should be 5 building controllers (clone the same one or enter the same ID for all of the parameters). Any other settings should be easy to understand, flag cap limit - anything, Team - 0=nod 1=gdi, flag preset - the name of the preset with your W3D flag in.
courtesy of : General havoc
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
|
|
|
|
How to make a proper CTF? [message #48707] |
Tue, 23 September 2003 04:50 |
|
Titan1x77
Messages: 1086 Registered: February 2003
Karma: 0
|
General (1 Star) |
|
|
yes
theres 1 in the origianl scripts too....but that one has bugs
"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx
|
|
|