Topic: [gt] Capture The Flag: Tactics
Capture the flag: Tactics

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.

* 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.

* 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.

* 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

* 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

* Shoots enemies with machinegun!
Ammo dispenser

* 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! ![]()
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 ![]()
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 ![]()
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 ![]()
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: