i've been having issues with a "capture the flag" map i created...
the "flags" are trucks on either end of the map. hijackers are offensive, terrorists are defensive.
if terrorists cross the blue line, they die (and so does anyone on the line, which is fine. i'd change that if i felt a need).
if a hijacker makes it to the "jail" (a parking lot marked by a tiny hijacker) he dies and two hijackers spawn at his base (so long as the player has less than ten hijackers).
after testing, a buddy of mine borrowed and changed it... i didn't save a copy before we played his modified map. i've re-simplified the terrain.
we hadn't had issues before he borrowed it, and i can't seem to find the issues in the script.
decidedly, i need fresh eyes on it. some of the script notes are out of date. for this, i apologize, but i'm not so sorry that i'm going to fix it. (i know, i should be nicer)
i don't remember, but i think he de-selected the initial spawn disable, so the jails may be useless right now.
also, the game was set to keep units from being stealth, but it's been turned off, as the game is considerably more tactical with stealth.
the issues are:
players starting at position0 can capture their own flag.
if a flag has been captured and then stopped, the next time it is captured, it cannot become unmanned when stopped again. (i have my suspicions, but i'll wait for confirmation on these.)
if either player leaves before a winner has been determined, spawn fills the screen...
Any help would be appreciated. Also if you find more issues, pointing these out would be helpful.
P.S. it's a zero hour map, and not for use with AI. (i hope i haven't left out more...)
Capture the Flag.zip
(8kb) downloaded 23 time(s). Edited by user
17 years ago |
Reason: remembered some more info.