Jink CTF

User made maps to use on servers.
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McYukon
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Jink CTF

Post by McYukon » Wed Jan 20, 2010 5:28 am

A very simple two team capture the flag map. Purple flag drop area which puts flag into the middle.
No jumping, so the ability to dodge comes in handy. Very nasty rico's in some areas. Bases are moderately protected by strategically placed pyramids.

jink |ji ng k|
verb [ intrans. ]
change direction suddenly and nimbly, as when dodging a pursuer

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darkid
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Re: Jink CTF

Post by darkid » Wed Jan 20, 2010 7:13 pm

how'd you do that flagretun square thingy? i can't figure it out. Is it just a small pyramid which the flag drops into? how is it run-overable? Is the pyramid drivethrough/shoothrhgouh?
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McYukon
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Re: Jink CTF

Post by McYukon » Thu Jan 21, 2010 2:43 am

darkid wrote:how'd you do that flagretun square thingy? i can't figure it out. Is it just a small pyramid which the flag drops into? how is it run-overable? Is the pyramid drivethrough/shoothrhgouh?
Its a box under the ground which is textured with the PZ ground.

Code: Select all

box
  name FlagDropB
  position 140.000000 140.000000 -0.002000
  size 10.000000 10.000000 0.0010000
  rotation 45.000000
  matref purpleG
end
And, because flags can drop onto boxes but not pyramids, I put an invisible pyramid over it 5 units in the air.

Code: Select all

pyramid
  name FlagDropA
  position 140.000000 140.000000 5.000000
  size 10.000000 10.000000 10.000000
  rotation 45.000000
  matref invisible
end
And the materials that make it all work.

Code: Select all

material
name invisible
color 0 0 0 0
end

 textureMatrix
  name scaling
  fixedscale 10.0 10.0 # time invariant u/v scale
 end


material
name purpleG
texture zone_ground.png
texmat scaling
shininess 128
end
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darkid
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Re: Jink CTF

Post by darkid » Thu Jan 21, 2010 3:02 am

could this work if you had jumping? what about flag heights? can the pyr be dth? (no.) Can the pyr be sth? (yes.)
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McYukon
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Re: Jink CTF

Post by McYukon » Thu Jan 21, 2010 4:33 am

I believe it will work regardless of the flag height. Jumping is no problem either all you have to do is drive onto the designated spot and drop the flag.
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darkid
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Re: Jink CTF

Post by darkid » Thu Jan 21, 2010 11:26 am

flag drop heights. Can it be DriveTHrough? Can it be ShootTHrough?

i'm rather trying to make in invisible, except return flags.

And by flag heights: set _flagAltitude
the height that they fly up when you drop one.
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ahs3
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Re: Jink CTF

Post by ahs3 » Thu Jan 21, 2010 12:33 pm

Its up at bzbattleground.com:5523

enjoy :)

--ahs3

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McYukon
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Re: Jink CTF

Post by McYukon » Thu Jan 21, 2010 10:30 pm

ahs3 wrote:Its up at bzbattleground.com:5523

enjoy :)

--ahs3
Hey, thanks a lot!
darkid wrote:flag drop heights. Can it be DriveTHrough? Can it be ShootTHrough?

i'm rather trying to make in invisible, except return flags.

And by flag heights: set _flagAltitude
the height that they fly up when you drop one.
It can be either shoot through or drive through, but it cannot be both.
To make it invisible you have to use the a texture with the color 0 0 0 0

Code: Select all

material
name invisible
color 0 0 0 0
end

pyramid
  name pyramid
  position 100.000000 100.000000 5.000000
  size 10.000000 10.000000 10.000000
  rotation 45.000000
  matref invisible
end
When using the above the pyramid will be invisible and the flag return will still work.
The flag height has to be a bit higher than the pyramid height position, for the above code it would be 6
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zaphod
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Re: Jink CTF

Post by zaphod » Sat Jan 23, 2010 8:20 am

i like it!!! good job!!!



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