Capture the flag mode

Discussion about the game and its default mods.
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Temprasphere
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Joined: Wed Apr 05, 2017 1:45 am

Capture the flag mode

Post by Temprasphere » Sat Jun 08, 2019 2:35 pm

The original game had capture the flag mode

Is that a planned thing for open ra?

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WhoCares
Posts: 288
Joined: Mon Feb 13, 2017 11:28 pm

Re: Capture the flag mode

Post by WhoCares » Sat Jun 08, 2019 3:59 pm

there is already a domination mod made by N/A, you can search on map center

Temprasphere
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Joined: Wed Apr 05, 2017 1:45 am

Re: Capture the flag mode

Post by Temprasphere » Sat Jun 08, 2019 10:43 pm

I'll check it out.

The ctf was native to ra.

You mcv spawned with a flag next to it.

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Materianer
Posts: 189
Joined: Mon Jul 04, 2016 8:27 am

Re: Capture the flag mode

Post by Materianer » Sun Jun 09, 2019 7:23 am

Temprasphere wrote:
Sat Jun 08, 2019 10:43 pm
The ctf was native to ra.

You mcv spawned with a flag next to it.
I hardly remember this one at best you tell a bit about it.

The other player had to steal the map then and bring it to its own base?

How did you steal the flag? step next to it, destroy the base or shoot it?

Usually such things can be done by lua i made some maps adapting the Z-the game gamestyle.

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Graion Dilach
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Re: Capture the flag mode

Post by Graion Dilach » Sun Jun 09, 2019 7:55 am

You captured the flag with an Engineer and the player died.

Temprasphere
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Re: Capture the flag mode

Post by Temprasphere » Sun Jun 09, 2019 8:59 am

This was PlayStation. Not sure if it existed on PC.

Basically the flag started attached to your mcv. When you deployed it. It dumped right there on ground.

You can't interact with your own flag.

You can only capture or move an enemy or friendly by accident with a vehicle.

When a vehicle is carrying a flag. It's speed is heavily reduced. If enemy drives the flag carrying vehicle over your own flag location the enemy will insta death everything.

If the enemy grabs your flag. You must destroy the vehicle to stop. Since the flag is unable to be moved by yourself. You have to defend where it lies. Which can make things hilariously amusing depending on location.

This link shows it in action

https://youtu.be/mGSxK7UnUg8

The lower tech levels were fun. It was always good because in tech level 1 all you had was an ore truck to cap flags...

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Materianer
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Re: Capture the flag mode

Post by Materianer » Sun Jun 16, 2019 1:18 am

I worked on this capture the flag thing the last few days and got something playable now in my hands.

I tryed to adapt the gamestyle as close as possible to the original mode.
I'm not sure if it was possible to chrono the flagholding unit in original but i disabled it for my maps, of course the iron curtain too to be fair.
Linebuild is disabled for walls here, so you can only build brick for brick.
Also i had to remove the flagholding ability from builded mcv's (not the starting mcv) and i disabled the deliver cash for supply trucks both things could have leaded to unintentional removed flags.
If a unit captures an enemys flag here the flag will get colored in the capturing units color, unfortunately i don't know how i could prevent this atm.

At best you test this for your own and tell me what you think about.
Here are some maps for testing.

Ore Gardens
https://resource.openra.net/maps/31768/
A Nuclear Winter
https://resource.openra.net/maps/31767/
Tournament Island
https://resource.openra.net/maps/31766/
A Path Beyond
https://resource.openra.net/maps/31765/
Europe
https://resource.openra.net/maps/31764/

Temprasphere
Posts: 19
Joined: Wed Apr 05, 2017 1:45 am

Re: Capture the flag mode

Post by Temprasphere » Mon Jun 17, 2019 7:45 am

Had a quick try of tournament island.

Great work so far.

I agree with the superweapon restrictions. We used to chrono in, and drive out. would slowly creep the flag out but like you have it is fine.
not being able to redeploy the mcv doesn't work in my mind. You should be able to dump the mcv, move it later allowing the flag to stay in place.

The flag colour when being carried by enemy is problem as in team games it is important to tell who has your flag and where it is.
It was possible to cap your friends flag, we used to this pool our defences next to each other but that is not important.
Great work so far though! I love it!

Temprasphere
Posts: 19
Joined: Wed Apr 05, 2017 1:45 am

Re: Capture the flag mode

Post by Temprasphere » Mon Jun 17, 2019 8:52 am

Additional info

Drop a circle marker at the start location.

Reveal shroud around your own flag.
Use normal wall build. Block by block is tedious.

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Materianer
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Re: Capture the flag mode

Post by Materianer » Sat Jun 29, 2019 10:29 pm

Okay i have done some more work on this ...
Temprasphere wrote:
Mon Jun 17, 2019 7:45 am
Great work so far though! I love it!
thx
Temprasphere wrote:
Mon Jun 17, 2019 7:45 am
not being able to redeploy the mcv doesn't work in my mind. You should be able to dump the mcv, move it later allowing the flag to stay in place.
Fixed
Temprasphere wrote:
Mon Jun 17, 2019 7:45 am
The flag colour when being carried by enemy is problem as in team games it is important to tell who has your flag and where it is.
Fixed this even if i didn't find a way without forcing the colors for players in the lobby.
---
Temprasphere wrote:
Mon Jun 17, 2019 8:52 am
Use normal wall build. Block by block is tedious.
Temprasphere wrote:
Mon Jun 17, 2019 7:45 am
It was possible to cap your friends flag, we used to this pool our defences next to each other but that is not important.
I made 2 modes:
Mode1 is with wallbuild restrictions, you can not build concrete walls in a 7 cell radius around your flag.
Also your teammates cant capture your flag.
Mode2 is the preferable version for you then, with no wall restrictions and teammates can carrie your flag.

You can choose this in lobby if you scroll a bit down in options you will find a new dropdown menu.
Temprasphere wrote:
Mon Jun 17, 2019 8:52 am
Reveal shroud around your own flag.
done
Temprasphere wrote:
Mon Jun 17, 2019 8:52 am
Drop a circle marker at the start location.
I made a marker around your flag, also i changed to another flag design.
It looks like the original flag now in the video.
But i used a version with longer pole for the flag if it stands on the ground and normal one if a unit carries it.
(done by Combine some years ago i think thx)
Also the stealing unit will be marked with a slowly blinking marker like you know it from beacons.
The view should also focus on the stealing unit then did'nt test if this works but it should :D
Another thing i slightly changed are the unitspeeds, most of the players where not able to prevent an early rush with the first produced unit.
So i reduced the speed for units wich steal the flag in the first 5 minutes.
Also i made units wich are stealing the flag after 7 minutes gametime slightly faster.
Please note the changes i've done on unitspeeds are really not drastic but i think its better like it is now.
Also due to the fact that the deliver cash trait isnt conditional i had to remove the ability of stealing the flag for supply trucks i think thats okay ;D
Same counts for the portable chrono of the chronotank unfortunately, it can still take flags but i reduced its speed if it carries one drastically.
Here are the maps:

Europe
https://resource.openra.net/maps/31874/

A Path Beyond
https://resource.openra.net/maps/31873/

Tournament Island
https://resource.openra.net/maps/31872/

A Nuclear Winter
https://resource.openra.net/maps/31871/

Ore Gardens
https://resource.openra.net/maps/31870/

hf :D

Temprasphere
Posts: 19
Joined: Wed Apr 05, 2017 1:45 am

Re: Capture the flag mode

Post by Temprasphere » Fri Jul 05, 2019 6:28 am

First bit of quick feed back

Locking player colours is a bad plan. What is preventing the flag matching the owners colour when being carried away?

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Materianer
Posts: 189
Joined: Mon Jul 04, 2016 8:27 am

Re: Capture the flag mode

Post by Materianer » Mon Jul 08, 2019 10:09 am

Temprasphere wrote:
Fri Jul 05, 2019 6:28 am
First bit of quick feed back

Locking player colours is a bad plan. What is preventing the flag matching the owners colour when being carried away?
The problem is that i had troubles to make this map work and had to go a rather hacky way.
The flag is in fact no more existent when its taken from a unit and is then only a sequence.

Maybe someone with more coding knowledge is able to make this working i'm happy with my (for now) final version:

+ Fixed a rare bug where the own flag get destroyed with the enemys flag.
+ Fixed the AI not building
+ Removed Husks from flagholding units
+ Added a new mode:
3 Flags must be captured from the enemy, the flagholding unit has no speed or superweapon restrictions.
There will be only 1 flag at a time, so a new one can be stolen only if the actual one is burned.
This idea is from the genius man Green Giant he said such a mode existed in Quake3 and probably other games.

Europe
https://resource.openra.net/maps/32000/

Greater Love for Cash..
https://resource.openra.net/maps/32001/

Sandy Rock
https://resource.openra.net/maps/32002/

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