Overriding the gameplay entity key/value

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ensiform
Posts: 93
Joined: Mon Jul 25, 2005 5:20 am

Overriding the gameplay entity key/value

Post by ensiform »

I'm trying to make it so that if an entity has "gametype" "ctf" allow it which means that it would only be CTF, but i need to have it also do Reverse CTF so that the flags, and other static entities can spawn :(.

Any help would be great, thanks!

It would most likely be somewhere in here (g_spawn.c):

Code: Select all

	if( G_SpawnString( "gametype", NULL, &value ) ) {
		if( g_gametype.integer >= GT_FFA && g_gametype.integer < GT_MAX_GAME_TYPE ) {
			gametypeName = gametypeNames[g_gametype.integer];


			s = strstr( value, gametypeName );
			if( !s ) {
				G_FreeEntity( ent );
				return;
			}
		}
	}
ShrapnelCity
Posts: 8
Joined: Mon May 30, 2005 3:05 pm

Post by ShrapnelCity »

I actually found a much simpler way to implement Reverse CTF, by leaving everything where it is, and then having a cvar (or even a flag of a cvar) just making players spawn on the other team's spawn points. For a slight cost of it looking a bit wrong, you get all of the game play and none of the horrible side effects of trying to create a new game type
ensiform
Posts: 93
Joined: Mon Jul 25, 2005 5:20 am

Post by ensiform »

no id like it the way i want it.
  • - Still spawn in your base.
    - Take your flag to their base.
    - "ctf" marked entities spawn.
what side affects anyway? anything >= GT_TEAM is a team game.

this isnt just a mod this would be an engine enhancement for q3 and ta. actually, reverse ctf is TA only.
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