Difference between revisions of "Capture The Flag"

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Usage: '''ctf_flagtimeout (#)'''
 
Usage: '''ctf_flagtimeout (#)'''
  
This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player.
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This [[cvar]] determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player. The value is measured in seconds.
 
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The value is measured in tics as opposed to seconds. In the Doom engine, 35 tics is equal to one second. Therefor, if the desired timeout time is 5 seconds, you would multiply 35 by 5. This results in 5 seconds = 175 tics. Default value is 600 (roughly 17 seconds).
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If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution.
 
If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution.
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NOTE: If the value is changed while a flag(s) has been dropped, the flag will internally still hold the old time out value. So the old timeout will need to be extinguished before the new one takes effect or the flag gets picked up and dropped again
  
 
====ctf_flagathometoscore====
 
====ctf_flagathometoscore====
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=== Relevant Teamplay CVARs ===
 
=== Relevant Teamplay CVARs ===
  
====sv_teamspawns====
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For more information on relevant teamplay cvars, see [[sv_gametype]].
Usage: '''sv_teamspawns (0-1)'''
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This cvar changes the behavior of team spawns in a map that provides flexibility for server administrators to use certain types of maps for different intended gamemodes.
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It's application in the CTF gametype:
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If set to 0, all team spawns will instead become "normal" spawns that are randomized. What this means is that players, regardless of their team, will be able to spawn at any team spawn in the map. This can cause for a frantic game of CTF where players may spawn in the opposing team's base.
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If set to 1, players will spawn at their corresponding team spawns. This is default and "normal" behavior.
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Latest revision as of 17:40, 11 August 2011

For an explanation of the gamemode, refer to How to Play.

CTF Server Settings

ctf_flagtimeout

Usage: ctf_flagtimeout (#)

This cvar determines how long it takes for a flag to be automatically returned to its pedestal. To timeout, the flag must be off its pedestal and not be held by a player. The value is measured in seconds.

If this cvar is set to 0, the flag will never be returned in a timeout. This should only be used on maps with no places that the flag can get stuck permanently (voids, lava pits, etc). Use with caution.

NOTE: If the value is changed while a flag(s) has been dropped, the flag will internally still hold the old time out value. So the old timeout will need to be extinguished before the new one takes effect or the flag gets picked up and dropped again

ctf_flagathometoscore

Usage: ctf_flagathometoscore (0-1)

This cvar determines what conditions a team can score under. If set to 0, a team can score by passing the enemy flag over their pedestal regardless of their own flag's current position. If set to 1 (default), a team's flag must be on their pedestal to score.

ctf_manualreturn

Usage: ctf_manualreturn (0-1)

This cvar changes the behavior of how a flag is returned by a player. If set to 0 (default), simply touching your own flag away from its pedestal will return it automatically and instantly.

If set to 1, a player will be required to manually return their flag to their pedestal. Note that under these conditions, a player can carry both their own flag and the enemy flag at the same time.


Relevant Teamplay CVARs

For more information on relevant teamplay cvars, see sv_gametype.