TA CTG - 'Capture the Gate'

TA CTG - 'Capture the Gate'

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Guessmyname
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Joined: 28 Apr 2005, 21:07

TA CTG - 'Capture the Gate'

Post by Guessmyname » 01 Feb 2006, 19:13

An idea I've been tossing about for some time now:
Game: Capture the Flag

Simple. Capture the enemy flag (by capturing it. You know, with a nanolathe and that so that its your unit)
Start: Each player starts with a flag. The flag hovers a bit so it can start over water and that. The flag builds things instantaneously, and can only build one thing before "locking up" and refusing to build.

The flag can build the Commander (you choose race by choosing a flag - the Arm and Core have different flag units, each building only their respective commander)

The Flags cannot be damaged at all, in any way - it will have its own armour class so that weapons do not damage it and a high health, just incase. I think there is a tag to make something unreclaimable too. So the flag is invincible.
Gameplay:
Start with flag. Flag builds comm. Game plays as normal, but with a small difference: to defeat the enemy, you MUST capture the flag. The flag is counted by the game as the com.
With 'Game Ends on Comm Death': You must capture the flag to win
With 'Game Continues on Comm Death': You have to capture the flag and destroy all opposing units to win
Small Problem 1:
The flag is seen as the commander by the game engine. Thus, it has all the starting storage set by the lobby pregame. The only way around this I can think of is the actual com units (ARMCOM, CORCOM) high energy / metal storage and tell people to set starting resources low. But how to make different matches with varying starting resources? Like this: release multiple versions:

1000 Version (CTF1k) - Coms store 1000 metal and energy
5000 Version (CTF5k) - Coms store 5000 metal and energy
1000 Version (CTF10k) - Coms store 10000 metal and energy

Note: You can make it so that a player will always have a certain energy/metal storage, wether they lose their com or not (though having the com alive ups storage capacity) by not setting the starting resources uber low.
Small Problem 2:
I can't remember if there is a tag to make a unit unreclaimable. If there isn't you could win by reclaiming the other team's flag using any builder, instead of only a unit that can capture. (can't remember if XTA has a unit that can capture stuff other than the commanders. If it doesn't, it'll need one or this won't work - lose your com, you can't capture the enemy flag...)
CTFiquette
Drawing:
If you have no way of capturing the enemy flag, you should discuss with your opponent wether to:
get him to build and give you a unit that can capture
give him / self d your flag.

Always ask you opponent first. As he has managed to disable you and ensure victory, he should get to choose
If you can think of anymore ideas or game suggestions (preferably possible ones / variations on CTF - ie, a version where coms have no storage and storage is set at a certain level due to flag, or where the flag can build two or three commanders etc)

I'm working on flag models now. They'll be high poly and s3os - as I need practice in skinning/UVing/s3o format useage, and there will only be one per team. Let me know if you want stuff like TLL flags or FF space flags etc

Think of any more 'CTFiquettes', post them here also

Another game idea (Based of CTF) -

Basics of CTF is the same - capture the enemy flag.

All units can capture. Only the flag (and maybe some other units) can be captured however.
The flag can build any unit, and does so instantaneously. However, there is no way of gaining resources. So you must choose your units wisely.
Last edited by Guessmyname on 01 Feb 2006, 20:30, edited 1 time in total.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname » 01 Feb 2006, 20:26

Flags:

Image

I've just had an idea: instead of flags, why not use Galactic Gates? It would make more sense - the gate building the com is the com arriving, and each side would be fighting to control the gates...

EDIT: I'm going to change it to 'Capture the Gate'. Fits in with the TA backstory better
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FoeOfTheBee
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Post by FoeOfTheBee » 01 Feb 2006, 21:46

there is a commander tag in the fbi file. I'm not sure how com end would work if you have more than 1 com unit, maybe I will try this. It would be really easy to implement this in a mod, much more difficult to incorporate it as an option for already existing mods. But it the engine comes to support this, I would add this option to Xect vs. Mynn.
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FizWizz
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Post by FizWizz » 01 Feb 2006, 22:15

how about not basing it on TA? It's a CTF and you can go back to the basics, build the scheme from the ground up if you don't use TA as the base.
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Guessmyname
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Post by Guessmyname » 01 Feb 2006, 22:28

I plan to. But using TA as a base, I can experiment, find out what works and that. Besides, CTF in TA would be interesting.

(And if I do create it as a seperate mod, I probably won't finish it)
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Guessmyname
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Post by Guessmyname » 01 Feb 2006, 23:03

Hmm. Haven't done some tweaking, Spring thinks the Gate is a mobile unit (despite its lack of movement tags and canmove=0; in the fbi).

Flozi, spring doesn't go nuts when more than one unit has the commander=1; tag.

Other things to do:
Make Gate invincible
Get Gate to build stuff (not my forte. See the thread about the buggy Psychasi commander that refuses to build. Still not been able to fix that by the way)
Poke devs into including a cannotbereclaimed tag (having checked, isn't there)
Poke devs into removing the 'unit x is really cheap?' thing in the console
Poke devs into making it so that the commanders being mobile unit is not hardcoded (I'm guessing thats the problem)
Poke devs
Do all this gate stuff but for Core
Gameplay testage
Grow old enough to buy beers
Buy devs beers

ARMGATE.FBI

Code: Select all

[UNITINFO]
	{
	unitname=ARMGATE;
	version=1.2;
	hidedamage=1;
	norestrict=1;
	canmove=0;
	showplayername=1;
	downloadable=1;
	side=ARM;
	objectname=ARMGATE;
	designation=ARM-GG;
	name=Galactic Gate;
	description=Space Teleporter;
	footprintx=4;
	footprintz=4;
	buildcostenergy=1865294;
	buildcostmetal=213965;
	maxdamage=2876;
	maxwaterdepth=0;
	maxslope=10;
	energyuse=0;
	buildtime=3742578;
	workertime=1000000000;
	bmcode=0;
	builder=1;
	BuildDistance=100;
	threed=1;
	zbuffer=1;
	noautofire=0;
	sightdistance=367.5;
	radardistance=0;
	soundcategory=GATE;
	energystorage=0;
	metalstorage=0;
	explodeas=ATOMIC_BLAST;
	selfdestructas=ATOMIC_BLAST;
	category=ARM SPECIAL NOWEAPON NOTAIR NOTSUB;
	tedclass=SPECIAL;
	copyright=Copyright 1997 Humongous Entertainment. All rights 

reserved.;
	yardmap=oooo oooo occo occo;
	corpse=armgate_dead;
	unitnumber=34;
	buildangle=2048;
	norestrict=1;
	teleporter=1;
	}
ARMGATE.BOS
piece base ,flap1 ,flap2 ,flap3 ,dish ,door ,arm ,gun ,plate ,turret, nano1, build;
static-var unitviewer;
#define SMOKEPIECE1 base
#include "StateChg.h"
#include "exptype.h"
#define SIG_NUM1 2
activatescr()
{
if(TRUE)
{
turn dish to x-axis <-90> SPEED <100>;
wait-for-turn dish around x-axis;
}
if(TRUE)
{
turn door to x-axis <-180> SPEED <75>;
move plate to y-axis [7] speed [20];
wait-for-move plate along y-axis;
}
if(TRUE)
{
turn gun to x-axis <90> speed <60>;
wait-for-turn gun around x-axis;
}
if(TRUE)
{
turn flap1 to z-axis <-90> SPEED <20.00>;
turn flap2 to z-axis <90> SPEED <20.00>;
turn flap3 to x-axis <-90> SPEED <20.00>;
wait-for-turn flap3 around x-axis;
}
sleep <19>;
}
deactivatescr()
{
if(TRUE)
{
turn flap1 to z-axis <0> SPEED <20.00>;
turn flap2 to z-axis <0> SPEED <20.00>;
turn flap3 to x-axis <0> SPEED <20.00>;
turn gun to x-axis <0> SPEED <20.00>;
move plate to y-axis [0] speed [20];
turn dish to x-axis <0> SPEED <100>;
wait-for-move plate along y-axis;
}
if(TRUE)
{
turn door to x-axis <0> SPEED <75>;
}
sleep <20>;
}
#include "smokeunit.h"
#include "exptype.h"
#include "Yard.h"
Go()
{
CALL-SCRIPT activatescr();
CALL-SCRIPT OpenYard();
SET INBUILDSTANCE TO TRUE ;
}
Stop()
{
SET INBUILDSTANCE TO FALSE ;
CALL-SCRIPT CloseYard();
CALL-SCRIPT deactivatescr();
}
#define ACTIVATECMD CALL-SCRIPT Go();
#define DEACTIVATECMD CALL-SCRIPT Stop();
#include "StateChg.h"
Create()
{
START-SCRIPT SmokeUnit();
CALL-SCRIPT InitState();
unitviewer = FALSE;
}

QueryNanoPiece(piecenum)
{
piecenum = nano1;
}

Activate()
{
SIGNAL SIG_NUM1;
START-SCRIPT RequestState( ACTIVE );
}

Demo()
{
unitviewer = TRUE;
}

Deactivate()
{
SIGNAL SIG_NUM1;
SET-SIGNAL-MASK SIG_NUM1;
IF (!unitviewer )
{
SLEEP <5000>;
}
SET-SIGNAL-MASK 0;
START-SCRIPT RequestState( INACTIVE );
}

StartBuilding()
{
SPIN dish around y-axis SPEED <30.00>;
}

StopBuilding()
{
STOP-SPIN dish around y-axis ;
}

QueryBuildInfo(piecenum)
{
piecenum = build;
}

SweetSpot(piecenum)
{
piecenum = base;
}

Killed(severity,corpsetype)
{
if (severity <= 25 )
{
corpsetype = 1 ;
explode arm type BITMAPONLY | BITMAP1;
explode base type BITMAPONLY | BITMAP2;
explode dish type BITMAPONLY | BITMAP3;
explode door type BITMAPONLY | BITMAP4;
explode flap1 type BITMAPONLY | BITMAP5;
explode flap2 type BITMAPONLY | BITMAP1;
explode flap3 type BITMAPONLY | BITMAP2;
explode gun type BITMAPONLY | BITMAP3;
explode plate type BITMAPONLY | BITMAP4;
explode turret type BITMAPONLY | BITMAP5;
return ( 0 );
}
if (severity <= 50 )
{
corpsetype = 2 ;
explode arm type FALL | BITMAP1;
explode base type BITMAPONLY | BITMAP2;
explode dish type BITMAPONLY | BITMAP3;
explode door type FALL | BITMAP4;
explode flap1 type FALL | BITMAP5;
explode flap2 type FALL | BITMAP1;
explode flap3 type FALL | BITMAP2;
explode gun type FALL | BITMAP3;
explode plate type FALL | BITMAP4;
explode turret type SHATTER | BITMAP5;
return ( 0 );
}
if (severity <= 99 )
{
corpsetype = 3 ;
explode arm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode base type BITMAPONLY | BITMAP2;
explode dish type BITMAPONLY | BITMAP3;
explode door type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode flap1 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode flap2 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode flap3 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode gun type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode plate type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode turret type SHATTER | BITMAP5;
return ( 0 );
}
corpsetype = 3 ;
explode arm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode base type BITMAPONLY | BITMAP2;
explode dish type BITMAPONLY | BITMAP3;
explode door type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode flap1 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode flap2 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode flap3 type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode gun type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode plate type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode turret type SHATTER | EXPLODE_ON_HIT | BITMAP5;
}
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Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver » 02 Feb 2006, 05:09

It's a good idea imo. Especially if it were a fantasy game. (I am still hanging out for a mod that has meteors instead of nukes!) Anyway, the flag should generate a ton of metal (like +10) and have units cost a lot of metal. That way you don't have to expand as fast at the beginning, so this means you can defend your flag better. Anyway, later in the game, DO NOT introduce metal makers. This will force you to expand, hence making your flag more vulnerable.

So basically, it is still possible and in fact probable late game to capture teh opponents flag without destroying your opponents units.

But early game rushes, while not pointless, are far less effective.
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Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver » 02 Feb 2006, 05:11

It's a good idea imo. Especially if it were a fantasy game. (I am still hanging out for a mod that has meteors instead of nukes!) Anyway, the flag should generate a ton of metal (like +10) and have units cost a lot of metal. That way you don't have to expand as fast at the beginning, so this means you can defend your flag better. Anyway, later in the game, DO NOT introduce metal makers. This will force you to expand, hence making your flag more vulnerable.

So basically, it is still possible and in fact probable late game to capture teh opponents flag without destroying your opponents units.

But early game rushes, while not pointless, are far less effective.

Also, make low level units that must go right up to the flag to capture, but, higher level ones that have like a screen of range :twisted:
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh » 02 Feb 2006, 11:48

I really like the Flag concept. Very cool idea.
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka » 02 Feb 2006, 16:18

Indeed, like the idea.
But the flag will be located in your base (starting pos). to capture it you need to break though the defences into the base.
If you managed that, what is the diffrence between getting a flag out or destroy the remainders of the base?

It would be more logical to have one flag in the center of the map and all teams try to captureit or secure for a fixed time.
Could lead to a 'king of the hill' sort of thing, when I think of it.
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Masse
Damned Developer
Posts: 979
Joined: 15 Sep 2004, 18:56

Post by Masse » 02 Feb 2006, 16:26

maybe u should remove every defencive building from this... or lets say that leave only lvl1 defence :wink:
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz » 02 Feb 2006, 17:11

I think that Masse hit it on the head.
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Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe » 02 Feb 2006, 20:29

Sounds neat.

Make spies able to capture?
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zwzsg
Kernel Panic Co-Developer
Posts: 7005
Joined: 16 Nov 2004, 13:08

Post by zwzsg » 04 Feb 2006, 01:00

Like the idea too. Thought I'm not sure how it will play. I mean, to manage to capture a flag in the enemy base, you'll have to flatten most of the base anyway. Or to rush.
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TheRegisteredOne
Posts: 397
Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne » 04 Feb 2006, 22:37

Foe OfTheBee wrote:there is a commander tag in the fbi file. I'm not sure how com end would work if you have more than 1 com unit, maybe I will try this. It would be really easy to implement this in a mod, much more difficult to incorporate it as an option for already existing mods. But it the engine comes to support this, I would add this option to Xect vs. Mynn.
the commander=1 tag is used in OTA missions to distinguish the commander from the other units, in skirmish, that tag is useless, the first unit is recognized as the commander. not sure about spring
Make Gate invincible
damagemodifier=0;?
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clericvash
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Post by clericvash » 04 Feb 2006, 23:12

I like the idea.
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV » 04 Feb 2006, 23:14

perhaps make a "no monkey guarding" rule... basically, any friendly units in range of the flag start taking damage... make the range big enough that you would need real ranged units to hit inside of it, and the thing is, you could send friendlies into the zone to reclaim the flag, they just wouldn't be as effective as keeping the boys out, and it would make it impossible to build things like mexes and factories in this range.
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Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe » 04 Feb 2006, 23:20

Um... btw.. how do you stop the flag from makeing sevral commanders?
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo » 05 Feb 2006, 00:39

I know its possible in OTA to make a factory close up after it produces a certain number of units, not so sure about Spring.
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Optimus Prime
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Joined: 03 Oct 2005, 14:31

Post by Optimus Prime » 05 Feb 2006, 00:49

Kixxe wrote:Um... btw.. how do you stop the flag from makeing sevral commanders?
if the flag shall only build one commander and nothing more, thats easy by scripting. Just add the line sleep 999999999; behind the line where a unit is built. Dont know which line exactly, but my teleporter worked a bit this way.
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