In this gametype you start out, with say, 10 static points where a flag is placed. The game will start 5 red and 5 blue. These points are throughout the map. Your objectives are to: 1) Defend your teams flags/prevent the enemy from changing them to their color. 2) Take over a static position of the enemy and convert their flag to your color. 3) Try to switch all flags to your control. (The game then ends). Flags do not move. They are static. No "capping" is involved. You get points for controlling positions for fixed periods of time. Game ends when time runs out (highest score wins), one team hits the score limit be fore time runs out, or one team dominates all the flags.
[color=red]Deleted for Flaming people in general[/color]~Merrick
By a crazy coincidence I just came across the code for a "CNH (Capture and Hold)" gametype in the Mandown mod from 2002. It uses gametype items "hold_point_" 1-3 to mark the control points. But as far as I can see it would have never worked.
Things gets confused when modders rename well known gametypes *cough*infiltrationcodered-infiltration2-captureandhold-smearthequeer-control-domination[/B]*cough* :smack:
ok .. so there are several static points versus one non static... It is still similar in play. Is the base of the code the same is my question.
It reminds me of UT. It has that gametype.
I didn't work on this gametype (I am not a modder) so I don't know the origins/source. I will ask the people working on it, or you can go to envygamer.com and ask Sweating Bullets (GodorDevil) himself.
Sorry merrick, let me rephrase that then. I dont think the gametype can work well on sof2, most gametypes which are not standard do not work well. most people dont even understand demolition and thats standard! :p im always asked how do i blow this bomb up?!??! lol so understanding a gametype thats not built into there UI with instructions is alot to ask in my eyes! And commando, i really dont think that the code would have been copied from other mods, because that guy who created this gametype is an amazing programmer. He is probably the best modder on sof2 and ever has been on sof2, you seen the nV mod? he made that too, it has an amazing UI section where you can create your own huds in game by moving stuff around. So cool........ :D
So far it seems to work ok. We either have clan members/regulars who were explained the new gametype so they know, many people are also familiar with this gametype from COD4 or BF2 and finally when they realize they cant take any of the flags they ask whats up and someone explains the gametype. Last week we were running two Domination maps in a rotation of about 10-12 in total and they were popular. We are still tweaking it (any feedback is welcome) in both small and large map formats. The gametype is challenging players and teams how to best play the game. It's something new.
~Merrick;4587263Just an FYI: I believe this was done by Goldrush and can be ported out to other mods easily. The following comes directly from Sof2goldrush.net. (Team) Capture And Hold: CAH/TCAH * gametype_item: one with targetname cahflag * gametype_triggers: none * playerspawns: info_player_deathmatch
While Im fimiliar with goldrush (ofcourse :p), I am not fimiliar with this gametype. It sounds more like a ktmwtb gametype, where you pick up the flag and hold it, although I could be wrong. The domination gametype Gator is referring to is basically a recreation of the COD4 gametype. Its not a "port" from goldrush or any mod, game or whatever. Its something thats been completely coded from the ground up. This is solely a server-side modification, meaning no client files are required (including the gametype script). It runs on all maps, as well as stock and single player maps. Capture points can be places anywhere on the map and the number of capture points are basically unlimited (except game limits). You could have 1 or 50 (yikes), and it wouldnt matter. This is not merely a gametype mod, but a server mod with a new gametype. The gametype is dependant on the server side modification. I realise there are modders out there that copy, rename, change up, and take credit for others work and try to pass off as their own. I can asure you that this is not the case, nor is it with any mod Ive created. All the mods and code Ive created (gaming and non-gaming) have been 100% open source and made available to the public at one time or another. I cannot post comments on how successful this particular gametype maybe in sof2. It was created soley on the idea of "can I do this in sof2". I do not play the game, but occassoinally tinker the sdk and try to do something new. I can say with 100% confidence that without the SC clan showing interest, this mod would have never seen the light of day much like 50% of the stuff Ive made, simply because I coded it purely to see how it could be occomplished in sof2.