DOD Flags

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DOD Flags

Postby Tutorial on Sun Dec 11, 2005 11:12 pm

category
Day of Defeat: Source

description
Part of the DoD game play.

keywords
dod, source, day, of, defeat, flag, flags.

First of all, like any map, were going to need a sealed off area with a light. Once you have that down, we can start adding our flags.

Click your Entity Tool :entity_tool: and place a entity by clicking in your 3D view.

Grab it, with your arrow tool:arrow: , and then hit Ctrl+Enter, to bring up its properties. Under the "Class" field, select the dod_control_point entity. There’s a lot of options below in your Keyvalues menu. Let's fill the important out as the following:

Name: Flag01
Localized Name: First Flag
Time based points for allies: 1
Time absed points for axis: 1 (How many points you get while this flag is owned.)
Default Owner: Neither
Sound made when Axis cap: Voice.German_FlagCapture
Sound made when Allies cap: Voice.US_FlagCapture
Group Name: Flags
Index of this point: 1(Remember, for every new point you MUST change this number, or your flags wont work as expected)
Hud icon when neutral: sprites/obj_icons/icon_obj_neutral
Hud icon when axis owns point: sprites/obj_icons/icon_obj_allies
Hud icon when allies own point: sprites/obj_icons/icon_obj_axis
(by hitting the browse button beside these, we open our texture browser, type "sprites obj" in the filter, this will bring up possible choices for your hud. Like the bridge in anzio, or avalanches fountain)

Now go to your brush tool, :brush: and make a box around your flag covered in the :trigger: texture. This is your area in which you can capture that flag. While it’s selected and in red, hit Ctrl+T to Tie it to a entity. Next hit alt+enter, like before to bring up it's properties. Under class, select dod_capture_area Let's fill the important out as the following:


Name: Flag01_Cap
Can allies cap: Yes
Can axis cap: Yes (whether or not a team can capture this point)
Number of allies to cap: 1 (number of people on either team required to capture the point)
Number of axis to cap: 1
Time to cap: 2.5 (total time in seconds required before capture is complete)
Name of the control point: Flag01 (our earlier named control point)


Next we make 2 more entities named: dod_control_point_master, and a info_doddetect. It doesn’t really matter where these are placed, because they basically just tell the game what to do. lets open our dod_control_point_master And let's fill the important out as the following:


Group Name: flags (our groupname from our control point)

Next open up our info_doddetect, And let's fill the important out as the following:

Allies respawn delay factor: 1.0 (How often spawn times are)
Axis respawn delay facto: 1.0
Start round command for allies: Flags
Start round command for axis: Flags (These are your beginning sounds that play)

You should be able to compile, making sure you have at least 1 spawn, a sealed room, and a light, and everything should work just peachy.

Still not satisfied? Let's get a little more in-depth. I'm going to show you how to make a missile come down and blow up a wall when you’re done capturing. Plus a few more tidbits.

Advanced Flags


Setup

Using the above lets make 2 complete flags:
flag01, and flag02 as our control points
flag01cap and flag_02cap as our capture areas
make 6 ambient generic's, to be placed anywhere
make 1 logic auto
make 1 phys_explosion
make 1 env_shake
make a wall, or anything out of brushes and tie it to a entity, it will be a func_breakable.

1st, ambient generics, These following are the names, and the sound used for each. also every ambient generic has play everywhere checked on in the flags tab, and all start OFF.

Name................Sound Name

axbackup.......... Voice.German_BackUp
axholdVoice....... German_Hold
sbackupVoice..... US_BackUp
usholdVoice....... US_Hold
missleambient... /explosions/explode_1.wav
comingmissle.... weapons/mortar/mortar_explode2.wav

logic auto:

Name: timer01
Start Disabled: Yes

phys_explosion:

Name: explode1
Magnitude: 250


Env_Shake:

Name: shake1
Amplitude: 10
Effect Radius: 600
Duration: 2
Frequency: 200

Flags to check: GlobalShake, Physics, Ropes.


Func_Breakable:

Name: wallbreak
Strength: 0

Flags to check: OnlyBreakOnTrigger.

Capture Area Tidbits

lets go to our dod_capture_areas. Lets open up our entity I/O tab. Our first flag, on the first side of the wall will have the timer output, our second flag will not have the timer output, just the ambient generic outputs.

Outputs: hit add to add one, and enter the following:

Image

The Timer

Go to our Outputs tab and enter the following:

Image

Explanation

Basically, in the above, for your dod_capture_area, you made it so when you start the capture, by walking into it, whether your axis or allies, a sound will play saying "hold this position". If the capture is broken, you will hear a "I need backup" sound.

And when the first flag is fully captured, you trigger our timer, which will almost immediately start and play a missile incoming sound, and then followed by a explosion sound, a real explosion, a shake, and the wall being destroyed.

Thus, a new path to possibly a second flag is created. I hope this taught you something :D

Image Image

VMF:
Grab the wallbreak.vmf file here

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Postby JakeParlay on Mon Dec 12, 2005 6:21 am

f-ing sweet tutorial. thank you for that
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Postby Hellraz0r on Tue Apr 18, 2006 5:55 am

yer really good tut, greatly detailed, brilliant work mate.
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Postby Moon-Guardian on Sun Jul 16, 2006 4:13 am

Has anyone figured out how to have just one flag on a map that can be turned by both sides and it does not end the round? I see no options in any of these entities to stop the round end/win.


nevermind, I found a way around this. I can 'hide' a second flag outside my map area. And under "flags" tab, you can select "hide from HUD" So my players do not know there is another flag to capture.
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Postby Dragon1037 on Sat Oct 28, 2006 2:05 am

Ok, so i have 3 flags, and when i go to capture one, it captures all three at the same time. what am i doing wrong?
edit: they also dont show up on the HUD and i dont have "Hide Control Point on HUD" checked.

EDIT: nevermind, im an idiot =P i got so caught up with the flags and capture areas i forgot info_doddetect and dod_control_point_master i fixed all of the above now.
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Postby Dragon1037 on Fri Dec 01, 2006 3:05 am

anyone got any information/tutorials on detonation style mapping?
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Postby JakeParlay on Fri Dec 01, 2006 7:22 pm

heres one:

http://www.dod-federation.com/forum/sho ... .php?t=459

not too fancy, but its just enough to get you going
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Postby Hyp-R on Fri Dec 01, 2006 8:33 pm

this is like the only tutorial I've ever written
XD
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Postby nblezy on Sun Jan 14, 2007 4:38 pm

wow this tutorial was soo freaking amazing for a newbie like me you made create an account here just thank you for posting it and to encourage you to keep up great work, it does make a difference =]
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Postby k-dawg on Sat Aug 11, 2007 4:16 pm

^^^ lol what he said ^^^
waisted menkey wrote:i do however appreciate your efforts at telling me how wrong i am and how right you are. that's awesome!
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Postby punky on Sat Aug 11, 2007 4:58 pm

how can you do this for half-life² deatmatch? because i already saw some ctf maps.
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Postby ForceFist on Sat Aug 11, 2007 5:03 pm

punkyy1be wrote:how can you do this for half-life² deatmatch? because i already saw some ctf maps.

Are you kidding me?! That's DOD:S!
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Postby k-dawg on Sat Aug 11, 2007 6:13 pm

umm, i was wondering if anyone else had tuts for DOD:S i have the just of it, but everywhere i go, seems to have little or useless stuff for DOD:S

not saying the things here are bad, just out of quantity
waisted menkey wrote:i do however appreciate your efforts at telling me how wrong i am and how right you are. that's awesome!
:smt019
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Postby Mr. Happy on Sat Aug 11, 2007 7:19 pm

I have a feeling if you look in the other tutorial areas you will find stuff that applies to DoD though not specifically written for it.

What exactly are you looking for?
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Postby k-dawg on Sat Aug 11, 2007 9:01 pm

First of all, thank you for responding so quickly; second, I was looking just on what, and how to use the various entities. As I read I become more familiar with them but I would like to see what they do, incase I decide to build a map around said entity.

Thank you

do you have any suguestions as to any *good* entities? i would greatly appericate it
waisted menkey wrote:i do however appreciate your efforts at telling me how wrong i am and how right you are. that's awesome!
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