CAPTURE THE FLAG!!!

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CAPTURE THE FLAG!!!

Postby Zereous » 21 May 2017, 04:43

NUF SAID!

other then setting it up to ware units are expensive.
or Setting it up like zone control..
Or whatever to make it chalanging but easy to cap the flag!!

*basically so U don't have to DESTROY everything to capture it!*

MAbbi PAINTBALL too... Like the STARCRAFT style back in 2000's
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Re: CAPTURE THE FLAG!!!

Postby RocketRooster » 15 Jun 2017, 07:44

I think this is a great idea. I'd make the game play as normal, except you must capture the flag using your com and return it to a pre-built quantum gateway back at your base, which is invulnerable. Your com must be at +75%hp or the flag is dropped. If your com dies, it respawns at the gateway after 60s.
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Re: CAPTURE THE FLAG!!!

Postby biass » 15 Jun 2017, 08:31

It would be cool to have some victory point modes or etc
Map thread: https://bit.ly/2PBsa5H

Petricpwnz wrote:biass on his campaign to cleanse and remake every single map of FAF because he is an untolerating reincarnation of mapping hitler
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Re: CAPTURE THE FLAG!!!

Postby Zereous » 20 Aug 2017, 10:16

All this sounds cool.. Have to figure out the whole base thing in it too tho.. like the flag you defend but its not in the center of your base..
And zone's would be like Random shapes on the map you hold onto and can only build a certain amount in.. or something..

Mass boost or something when You cap a flag!
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Re: CAPTURE THE FLAG!!!

Postby Franck83 » 27 Oct 2017, 11:52

biass wrote:It would be cool to have some victory point modes or etc


Seems no so hard to code (little score ui work / capture message sent, in sim some threads on areas with Getunitsaround detection functions for base invulneratibility and control area, send a terminate message at score reached).

The map must be designed to CTF (fixed area coord).

Maybe 15-20 hours of work for a start point mod.

I will take a look at it after my mod release.
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Re: CAPTURE THE FLAG!!!

Postby Domino » 25 Mar 2018, 23:04

already did it year's ago there was no interest tbh...

https://www.youtube.com/watch?v=mS_bcZFMeFc
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Re: CAPTURE THE FLAG!!!

Postby Franck83 » 26 Mar 2018, 18:34

Hi Domino,

I nice to see you here, i'm just a 1.5 year old supcom modder and i studied a lot your mods, and there is a lot of things that i still don't understand and i need to learn.
I seems that the community doesn't not react quickly on some work done with mods, but the work is still really valuable.

If you can share your work on CTF, it will be very nice to use it as a mod foundation.

Ty a lot for all the frontier in supcom modding you overtopped. And good luck in your future projects. You will always be here at home !
Alliance of Heroes Mod is out ! Try it ! It's in the Mod Vault !
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Re: CAPTURE THE FLAG!!!

Postby Domino » 26 Mar 2018, 18:45

Hi, I do not know if I still have it I'll have a look also thx for your kind words I'm glad some of the work I did inspired you :)
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Re: CAPTURE THE FLAG!!!

Postby JJ173 » 27 Mar 2018, 10:08

I may start work on this soon, when I have worked through my list of FAF-Todos. We don't necessarily have to have maps specifically made for CTF, it can be randomly generated.
Check out the Nomads Campaign Project: viewtopic.php?f=2&t=15534
Check out my first Coop Mission: viewtopic.php?f=78&t=15605
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Re: CAPTURE THE FLAG!!!

Postby Domino » 30 Mar 2018, 02:15

JJ173 wrote:I may start work on this soon, when I have worked through my list of FAF-Todos. We don't necessarily have to have maps specifically made for CTF, it can be randomly generated.


the actual gamemode/lobby/options code is quite easy to hook in, the sim code is quite easy also if you know what you're doing front end and in the sim, its the ui gfx that are the hard part :) but if you know what you're doing there also it's not that hard..

for me now to revisit this i would have little to no idea how to complete it functions wise tbh, only thing i can actually remember is (gamemode.lua "i think") , which is where i stuck the code for how the game ends, using the sync table from the sim to pass required data.. ive watched my video a few times since i posted it, for the life of me i cannot remember how i did it, but i do remember uploading the video and showing the code to "some" people at the time.. i do remember also rewriting the frontend code in DMS so an SCD wasnt needed to add new gamemodes/types.. i did actually rewrite the game modes code at some point.. it was ctf but it evolved into a game modes mod.. where you could add other game modes via a table and some tooptips then code it in the sim for whatever you're gamemode did.. :/ think i've lost that code.. i'm looking now but can't seem to find it sadly...
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