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Topic: [gt] Capture The Flag: Tactics

Capture the flag: Tactics

http://padpork.warsow-esport.net/files/kiki/ctft.jpg

Capture the Flag gametype with classes and turrets!

General gametype info
* Timelimit 20
* Respawn time 15 seconds when you die. Medics can revive you earlier at the location you died.
* Turret limit per team 4
* No ammo regen, engineers must drop ammo dispenser. Max dispensers per team 3.
* Classes use classAction1 and classAction2 commands. REMEMBER TO BIND THESE!! (bind x classAction1, bind y classAction2)

Classes

Grunt - Tank class slow movement, strong armor and strong weapons.

http://padpork.warsow-esport.net/files/kiki/grunt.jpg

* Model: Bigvic
* Weapons: RL PG gl gb
* Speed/Dash: 250/350
* Armor: YA. Regens armor up to YA
* Class ability:
   - Regenerates armor points. 1.5 second regeneration cooldown when hit.
   - Gains Rage (+5sec quad) for each frag award (5sec for On fire, 10sec for raging...)
* classAction1: Drops Yellow armor
* classAction2: Throws a cluster bomb. Press classAction2 again to detonate.

Medic - Healer class with regeneration and ability to drop health.

http://padpork.warsow-esport.net/files/kiki/medic.jpg

* Model: Monada
* Weapons: LG pg mg eb
* Armor: None. Armor decays 2ap/sec down to 25ap when picked up.
* Speed/Dash: 300/400
* Class ability:
   - Regenerates health. 1.5 second regeneration cooldown when hit.
   - Can revive dead team mates by touching location where they died.
* classAction1: Drops 25 Health
* classAction2: -

Runner - Fast class with weak health and armor and temporary invisibility.

http://padpork.warsow-esport.net/files/kiki/runner.jpg

* Model: Silverclaw
* Weapons: RG lg mg gb
* Armor: GA
* Speed/Dash: 350/450
* Class ability: -
* classAction1: Invisibility
* classAction2: Detect nearby turrets

Engineer - Supportive class with slow movement and ability to build turrets

http://padpork.warsow-esport.net/files/kiki/engineer.jpg

* Model: Bobot
* Weapons:  EB rl rg gb
* Armor: GA
* Speed/Dash: 300/350
* Class ability: -
* classAction1: Drop turret with Machine Gun
* classAction2: Drop ammo dispenser

Items

Turret

http://padpork.warsow-esport.net/files/kiki/turret.jpg

* Shoots enemies with machinegun!

Ammo dispenser

http://padpork.warsow-esport.net/files/kiki/ammoboxnew.jpg

* Reloads ammo, 15 second cooldown for refilling

Where to play?
* Available at warsow-esport.net:60000 password: pickupftw (pickup server for #warsow.pickup), public server coming after testing.

Download (note: _requires_ latest gt script autoupdates + 051test mod)
* http://padpork.warsow-esport.net/mirror … ft_037.pk3 v0.93

Changelog

v0.93 (13.2.2009)
Grunt:
* Rage is now gradual, meaning every frag award level gives +5sec more quad.
Runner:
* Turret detection lasts 90 seconds
* Detection time lowered from 5sec to 1.5sec

v0.92 (12.2.2009)
Grunt:
* Regents to YA where YA stacks (125) instead of 100
Runner:
* Turret detection lasts 30 seconds
* Doesn't reveal team turrets

v0.91 (11.2.2009)
General gameplay:
* Fixed scoring reset bug (hopefully)
* Enabled minimap
Grunt:
* Regents to YA instead of RA
* Gains Rage if gets On fire!- award (5sec quad)
* Cooldown for armor regeneration if gets hit
Runner:
* Secondary ability to mark turrets on map within 2048 radius. Costs 50ap, takes 5 seconds in which time runner should not get damaged or it fails.

v0.9 (29.1.2009)
General gameplay:
* Fixed respawn timer, took 1 second longer than it supposed (Respawning in 1 seconds.. actually took 2)
* Chasecams for medics, see when medic comes to respawn you
Grunt:
* -20dmg to main cluster (200 to 180), -5dmg to cluster nades, -50ms to detonation (350 to 300)
* Spawns with YA instead of RA. Still regenerates up to RA
Turrets/runner:
* +100ms longer invis detection

v0.8.9 (18.1.2009)
Grunt:
* Cluster bomb detonation has 350ms detonation time now, together with warning beep sound when it detonates.
* Cluster bombs have slightly less damage and slightly less radius
Turrets:
* Detect invisible players much faster

v0.8.8 (17.1.2009)
Grunt:
* 5 sec longer reload time for cluster bomb
* Crash bugs with two grunts meeting with bombs fixed >_<
Turrets:
* Invisible runner detection lowered to 1000ms (from 1750)
Medic:
* Loses armor slightly slower

v0.8.7 (17.1.2009)
General gameplay:
* Clusters and armors weren't removed in the match start, fixed
* Added damage- based scoring like in CA. Also score from damaging turrets and dispensers (Also previous CTF-based scoring is still there)
* Ammo dispenser health lowered to 400
Medic:
* Can now hold 50ap
* +3 score for reviving
Grunt:
* Can pick up his own clusters to throw them again
* Nades thrown by cluster bomb are counted as grunts damage (but not the main explosion)
Engineer:
* +2 score for building turret or dispenser

v0.8.6 (16.1.2009)
Medic:
* Fixed respawn timer
* Class icons

v0.8.5 (16.1.2009)
Turrets:
* Detects invis player more easily
* Added missing hitsound

v0.8.4 (16.1.2009)
General gameplay:
* Removed drop commands for classactions
Grunt:
* Fixed cluster bomb crash

v0.8.3 (16.1.2009)
General gameplay:
* Cannot build turrets or ammo boxes on top of the flag (radius 192)
* If players try to rl shoot abuse turrets or boxes on top of the flag, they destroy (radius 96)
* Ammo dispensers give also 25 health
Grunt:
* Cluster bombs finally work! BOOM! tongue
Runner:
* Full invisibility
* Removed battleshield
* Lower cooldown for using invis after being shot
Turrets:
* Lower knockback
* Cooldown to detect invisible player upped to 2.5sec

v0.8.2 (15.1.2009)
* Made cluster bomb a bit easier to use (-5sec reload time, -50ap cost, +50 speed)

v0.8.1 (14.1.2009)
* Bugfix release for crashing tongue

v0.8.0 (14.1.2009)
General gameplay:
* Changing class while in respawn queue does not reset respawn timer
* Lots of other bugfixes, reworked code, can't remember all the details tongue
Grunts:
* Cluster bombs instead of warshell
Runners:
* Invisibility

v0.7.6 (10.1.2009)
(includes also changes from .4 and .5 releases)
General gameplay:
* Weapon changes to match class actions better.
* New ammobox model from NoobSaibot!
Grunt
* Has more weight
Medic:
* Can revive dead players
* Can hold 25 armor points instead of 0
Engineer:
* Has 10 second cooldown before can build turrets again

v0.7.3 (7.1.2009)
Turrets:
* Added 5 second cooldown after spawning before turrets start shooting
* Made turret hitbox larger so you don't shoot through the upper gun part
* +1 damage
Engineer:
* Regening to full armor takes 5 seconds longer
Medic:
* Drops health when dying
Grunt:
* Regenerates armor slower over YA
* Higher than normal mass when shielded
General gameplay:
* Teams can spawn maximum of 24 health bubbles/armors spawned. Prevents running out of entities.
* Ammo dispensers from warmup weren't removed. Fixed.

v0.7.2 (7.1.2009)
Turrets:
* Fixed sound channel for hit sound
Grunt:
* Battlesuit length upped to 8 second (previously 5)
General gameplay:
* Fixed movement assignments. This also fixes grunt/runner being able to walk through ammo dispensers/turrets tongue

v0.7.1 (7.1.2009)
Medic:
* Reduced hit cooldown from 2sec to 1.5sec
Grunt:
* Battlesuit length reduced to 5 second (previously 10)
* Replaced LG with GL
Runner:
* Replaced GL with RG
General gameplay:
* Reduced ammo dispenser cooldowntime to 15sec (previously 30)

v0.7 (6.1.2009)
Turrets:
* Turrets have a hitsound
* Lowered mg turret damage from 10 to 9
Medic:
* Medic has 2 second cooldown for regeneration when he gets hit
* Fixed medics velocity for throwing health bubbles (throws further now)
Grunt:
* Grunt now drops YA as classAction1, classAction2 is 10sec battlesuit with nodash/nowalljump movement
* Added 10 second cooldown time for battlesuit.
Engineers:
* Engineers get notification if their turrets get shot
* Engineer now regens armor up to 50 (single turret cost)
* Engineers can now drop ammo dispensers instead of RL turrets. Dispensers have 30 second cooldown before you can pick up ammo again.
Runner:
* Added 10 second cooldown time for battlesuit.
General gameplay:
* Ammo waves are disabled. Use Engineers to build ammo dispensers.

v0.6 (4.1.2009)
* Reduce turret health to 300
* Make turrets shoot rockets at ap cost 125 (grunt must give Ya to engineer). Make this classaction2
* Make grunt drop GA if it doesn't have enough armor for Ya
* Add warshell sound for runner when activating the shield
* Remove capture area indicators from flag bases
* Grunt description still says it has no walljump
* Add more velocity to medics health bubbles so you can throw them to team mates.

v0.5 (3.1.2009)
* Disabled rounds
* Ammo refill waves
* Maxhealth 100 for medic
* -50 speed to grunt
* +50 speed to engineer
* Maxturrets 4 per team
* Turret health upped to 400
* Load of bugfixes

v0.4 (3.1.2009)
* Going back to law's original weapon settings
* Limited number of turrets
* Changing class ghosts the player
* Turret health upped to 400
* A lot of other random fixes

v0.3 (3.1.2009)
* Fixes load of things
* Gameplay: Each class has now 3 weps + gunblade
* Still crashes server as turrets are not free'd propely

v0.2 (3.1.2009)
* Fixes joining the game in middle of round and a load of different other problems
* Still causes server crashes

v0.1 (2.1.2009)
* Initial release

Credits
* #warsow.pickup community for the testing!
* NoobSiabot for turret+ammobox the model!
* Jal & the fellow dev team for turret class & ctf code
* Law for the original idea

Ideas/suggestions for the future

Gametype features:
* Add a cvar to show fullbright alternative skins for classes?

Gameplay:

Re: [gt] Capture The Flag: Tactics

your turret looks strange hmm

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Re: [gt] Capture The Flag: Tactics

Ye, I think the gun is supposed to be above the tripod tongue

No pigs were harmed in the making of this game.

¡Puxa Sporting!

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Re: [gt] Capture The Flag: Tactics

luls. i thought it should look like that.

Re: [gt] Capture The Flag: Tactics

awesome, really fast work. look forward to feedback.

Re: [gt] Capture The Flag: Tactics

a few things from running around for a few minutes.

theres a bug with the models when changing class. I cant remember the exact fix, but u can find it in the sticky thread about assigning models to classes.

can u make the grunt and medic drop ability their class action???

i dont think the grunt with no walljump works, as it totally blocks the grunt in some parts of the map. ie on ctf3 near LG. maybe slowing him down a bit more and giving him walljump ability would work better.

Id also think that having classes with different strong/weak ammo loadouts would help balance the classes a bit more, rather than allowing for ammo pickups.

The plasma firing turret also doesnt work imo, it misses a hell of a lot (it cant predict) and the projectile looks very wierd coming from the center of the entity.

another thing, have the teams spawn by the flag and the round start straight away rather than having a countdown with no ability to fire.

i look forward to trying it out when i get back home.

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Re: [gt] Capture The Flag: Tactics

forced models for classes?!

big_smile

Re: [gt] Capture The Flag: Tactics

yes

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Re: [gt] Capture The Flag: Tactics

fyl, change that please + fyl

Last edited by parry (2010-01-03 00:40)

big_smile

Re: [gt] Capture The Flag: Tactics

how do u expect to be able to know what class yourgoing up against?

this shouldnt change imo

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Re: [gt] Capture The Flag: Tactics

great feature is great lolololololol

Last edited by parry (2010-01-03 00:43)

big_smile

Re: [gt] Capture The Flag: Tactics

HINT: in quakelive, you can distinguish team powerups, A,D,G,S : http://www.quakelive.com/#guide/guide_9

Re: [gt] Capture The Flag: Tactics

1. gun drop onto a sentry crashed the server immediately!
2. how to modify a sentry?
3. wheres metal / wrench to repair?
4. wheres a dispenster?
5. why just one class has a melee weapon?

...i do not harm pigs!!!

Re: [gt] Capture The Flag: Tactics

The answer to your questions, qbert, is that this is warsow. You can't do weapons in gametype scripts, and only a turret building has been created.

WASD - WArsow Singleplayer Development

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Re: [gt] Capture The Flag: Tactics

Imo the turret must have bigger foot, here is tiny foot smile --> Make it powerful smile

Edit: you just put a class restriction : per ex only 2 medics, 1 engineer by team for exemple
this gametype should be apply to bomb

Find a minor bug with the medic : text description is wrong
and a bug if you fire a rocket under the turret he jump a little bit and move from his possition .
Bug (minor) try to fire on the turret when you are on it
a turret didn't fire at an another turret
Self damage from the plasma gun are still there normal?
Turret can be place everywhere when you look forward, if you look the floor you can't place a turret !
If you are a gunner and you write in the consol drop turret it drop an armor smile

You should put too an icon form putting turret or armor : like that you doesn't have to go to the console and write " drop turret"
http://www.tsawri.com/out.php/i40139_wsw00007.jpg

You should also create a heath bar to the turret
and new weapon (more TF2 weapon but i like the idea) repair, a gun who gain life to your teamate, and a big shield who can protect teamate who are behind the gunner. smile

ps: somebody join the test server? smile

Last edited by homart (2010-01-03 12:09)

http://www.warcho.net <---- Warsow French community

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Re: [gt] Capture The Flag: Tactics

gt is off from the server for now until all crash stuff is sorted out hmm

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Re: [gt] Capture The Flag: Tactics

Uploaded v0.2 anyway which has gameplay problems sorted out.

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Re: [gt] Capture The Flag: Tactics

Yeah turret class seems to be far from finished, yet. If im bored enough I will try to get some things working tongue.

homart wrote:

and a bug if you fire a rocket under the turret he jump a little bit and move from his possition .

Well it's not a bug that the turret jumps but a feature, won't be to hard to disable i hope.

homart wrote:

Bug (minor) try to fire on the turret when you are on it
a turret didn't fire at an another turret

Didn't know that turrets can fire at each other, they are no players so many things don't apply to them.

homart wrote:

Self damage from the plasma gun are still there normal?

Turret is no player but has a team so normally in a team gametype selfdmg should work correctly. Could really be a code problem  wink

homart wrote:

Turret can be place everywhere when you look forward, if you look the floor you can't place a turret !

You probably just look too close to yourself, turrets can't/shouldn't be spawned in other objects like players so they have to have a minimum distance to you ^^

Last edited by K1ll (2010-01-03 13:06)

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Re: [gt] Capture The Flag: Tactics

homart wrote:

You should put too an icon form putting turret or armor : like that you doesn't have to go to the console and write " drop turret"

This works from the classaction or just simply from default drop bind. No need to write that.

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Re: [gt] Capture The Flag: Tactics

it would be more easy for putting turret armor,...
No?

http://www.warcho.net <---- Warsow French community

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Re: [gt] Capture The Flag: Tactics

No, keybindings are always faster. Icons would still be nice to show how many turrets you have or what type of turret.

Also i doubt that you can create buttons with AS. Prove me wrong devs!!! xD

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Re: [gt] Capture The Flag: Tactics

it's a Ui part?
you just add it in the Ui
No?
smile

http://www.warcho.net <---- Warsow French community

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Re: [gt] Capture The Flag: Tactics

Yeah maybe it's possible, but still useless without a bit of unneeded work. You would have to bind a key to a function that makes you see the mouse pointer and use it to click the button.

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Re: [gt] Capture The Flag: Tactics

I think you don't need capture area indicators anymore smile

`36: stop making me feel retarded

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Re: [gt] Capture The Flag: Tactics

But those look cool =P