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Old 12-19-2009, 01:04 AM   #21
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Found a few more things:
  • Teams aren't awarded for capping all four flags.
  • Capping a single flag shouldnt be awarded if the team owned the flag and recaptured it from an enemy (or just not awarded at all)
  • round_start() text doesn't broadcast
  • No indicator for individual carrying the flag
I can't tell you how thankful I am for your help Pon. You are the man.
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Old 12-19-2009, 01:09 AM   #22
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You should also be resupplied when you capture a flag, or at least be given grenades.
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Old 12-19-2009, 02:00 AM   #23
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Quote:
Originally Posted by cjeshjoir™
Found a few more things:
  • Teams aren't awarded for capping all four flags.
  • Capping a single flag shouldnt be awarded if the team owned the flag and recaptured it from an enemy (or just not awarded at all)
Yeah, wasn't sure about the scoring (I forgot to check in in TFC when I had the chance), so I just left it as it was already. It's done and in though at 25 points per win. No idea what value you wanted, but it's easily changed.

For the single flag scoring, I just disabled that for now, mostly so I could get these fixes out to you before I had to go. I can do it the other way if you prefer though, but won't get chance to until tommorow, likely.

The other stuff you mentioned is fixed up too (I was sure I'd already done the round_start stuff though, I must have reverted it at some point :/), and if you want what GhengisTron mentioned added, I can do that as well.

Same link again: http://www.dcpaterson.ukfsn.org/misc...agrun_test.rar
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Old 12-19-2009, 06:49 AM   #24
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Two issues came up during testing.

When all flags are capped, flags can still be picked up. This leads to one or more of the HUD indicators being covered by a green pick-up or dropped overlay when the round resets. I would love to be able to do "lights out" like the original if possible (could easily do a triggered env_fade in the map) but I don't know of a way to freeze players. If we're not able to freeze players, I supposed we could just make the flags unresponsive when the round ends, keep players moving, and no "lights out".

The other issue was preventing players from going into their own spawn or resupply room when they had a flag. This could allow llamas to carry the flag in there and delay the game indefinitely.
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Old 12-19-2009, 09:03 AM   #25
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Quote:
Originally Posted by cjeshjoir™ View Post
Two issues came up during testing.

When all flags are capped, flags can still be picked up. This leads to one or more of the HUD indicators being covered by a green pick-up or dropped overlay when the round resets. I would love to be able to do "lights out" like the original if possible (could easily do a triggered env_fade in the map) but I don't know of a way to freeze players. If we're not able to freeze players, I supposed we could just make the flags unresponsive when the round ends, keep players moving, and no "lights out".
Hmm, freeze and fade should be possible. Might also be best to make the flags unresponsive for those three seconds in addition to that, just to be on the safe side.

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The other issue was preventing players from going into their own spawn or resupply room when they had a flag. This could allow llamas to carry the flag in there and delay the game indefinitely.
Ahh yes, I'd forgotten about that from TFC... :/
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