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Posted

Hello, I have and idea on a hostage map that I had not seen done before. I had an idea about making the hostage rescue have a timer where the CTs would have to stay in the rescue zone for matter of a few seconds to rescue the hostage. Thematically this would be waiting for an elevator, blastdoor, helicopter pick up, etc. I wanted to experiment with how this might effect the asymmetric nature of hostage rescue.

The mechanical way to execute this, I believe, is to make a trigger that will only work if a CTs enters and it with a hostage. The test I am trying is a door that opens to the rescue zone.  My issue is that I haven't really mapped since the late 2000s and I am running to the limit of my knowledge on how to do this. I have looked at all kinds of resources and I cant find a way to filter for CT carrying the hostage. Any help is much appreciated.

Some details on the maps theme and layout:
Granite quarry of sorts.
Hostage A is in or on the roof of a small building.
Hostage B is in bottom of a dilapidated warehouse.
CT spawns entrance of the quarry.
T spawns at the back of the quarry.
Rescue zone in the middle, but I would like to experiment with a second rescue in the terrorist spawn. But that might be too chaotic. 

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Posted (edited)
4 hours ago, vector_overload said:

Hello, I have and idea on a hostage map that I had not seen done before. I had an idea about making the hostage rescue have a timer where the CTs would have to stay in the rescue zone for matter of a few seconds to rescue the hostage. Thematically this would be waiting for an elevator, blastdoor, helicopter pick up, etc. I wanted to experiment with how this might effect the asymmetric nature of hostage rescue.

I actually did something similar for a minigame/obstacle course map I just released. On that map, doors will open to a rescue zone 43 seconds after CTs reach the hostage. To do this, I:

  1. Created a trigger_multiple brush entity, a func_door brush entity and a filter_activator_team point entity, and named the three entities hostage_reach, hostage_res_door and ct_filter respectively
  2. For ct_filter (the filter_activator_team entity), I set the "Filter Team Number" to Counter-Terrorist
  3. For hostage_reach (the trigger_multiple entity), I set "Delay Before Reset" to -1, Filter Name to ct_filter and made sure only the "Clients" and "Correctly account for..." flags were checked
  4. Under the output tab of hostage_reach, I created an output. "My output named" was set to OnTrigger. "Targets entities name" was set to hostage_res_door (the func_door entity). "Via this input" was set to Open, while the delay was, in my case, set to 43 seconds
  5. Under the flags tab of hostage_res_door, I made sure none of the flags were checked
Edited by sn0wsh00
quotation marks, link
Posted
5 hours ago, sn0wsh00 said:

I actually did something similar for a minigame/obstacle course map I just released. On that map, doors will open to a rescue zone 43 seconds after CTs reach the hostage. To do this, I:

  1. Created a trigger_multiple brush entity, a func_door brush entity and a filter_activator_team point entity, and named the three entities hostage_reach, hostage_res_door and ct_filter respectively
  2. For ct_filter (the filter_activator_team entity), I set the "Filter Team Number" to Counter-Terrorist
  3. For hostage_reach (the trigger_multiple entity), I set "Delay Before Reset" to -1, Filter Name to ct_filter and made sure only the "Clients" and "Correctly account for..." flags were checked
  4. Under the output tab of hostage_reach, I created an output. "My output named" was set to OnTrigger. "Targets entities name" was set to hostage_res_door (the func_door entity). "Via this input" was set to Open, while the delay was, in my case, set to 43 seconds
  5. Under the flags tab of hostage_res_door, I made sure none of the flags were checked

Thank you, I will have to try this! I will have to check out your map to see your results. 

  • 1 month later...
Posted

Ok, after some ironing and what not, I'm back.

I created a brush around the rescue zone to filter for CT. When it filters for CT it starts several timers. Most timers are cosmetic. Is a door. This door is a clipping brush and is one unit above the rescue zone and exposes it after the timer is up. But none of this activated until after a hostage is picked up. 

Ideally the it should work where T can have a chance to mount a defense on the hostage pick-ups. Then have chance to intercept the hostage carrier. Then lastly have one final chance to stop the rescue while the CT are defending the carrier. I have yet to play test this. (trouble getting the goons all together on one day at one time lol) 

Map is up here https://steamcommunity.com/sharedfiles/filedetails/?id=2180099227

Again this is more of an experiment in the hostage game mode than anything.

On 7/22/2020 at 3:56 PM, sn0wsh00 said:

I actually did something similar for a minigame/obstacle course map I just released. On that map, doors will open to a rescue zone 43 seconds after CTs reach the hostage. To do this, I:

  1. Created a trigger_multiple brush entity, a func_door brush entity and a filter_activator_team point entity, and named the three entities hostage_reach, hostage_res_door and ct_filter respectively
  2. For ct_filter (the filter_activator_team entity), I set the "Filter Team Number" to Counter-Terrorist
  3. For hostage_reach (the trigger_multiple entity), I set "Delay Before Reset" to -1, Filter Name to ct_filter and made sure only the "Clients" and "Correctly account for..." flags were checked
  4. Under the output tab of hostage_reach, I created an output. "My output named" was set to OnTrigger. "Targets entities name" was set to hostage_res_door (the func_door entity). "Via this input" was set to Open, while the delay was, in my case, set to 43 seconds
  5. Under the flags tab of hostage_res_door, I made sure none of the flags were checked

THanks again for the feedback. I did see your comment on the workshop. I have been waiting to play test before settling to much on the radar, also I'm lazy :D

 

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Posted

Looks neat, always fun to see slight variations on existing gamemodes. I tried making a map where the CTs started in possession of the c4 a few years ago, didn't really go anywhere but I'd like to think the concept could still work . .

As for the door, I suppose this works fine, but if you wanted to pursue your original concept more closely; I forget *exactly* how just now, but I recall it should be possible to ''tag'' players, as in - attach an object name to them when e.g. they walk through a trigger volume, or - in this case - pick up the hostage. You'd then be able to use that name with a filter to open the door for them

Posted
4 hours ago, ThunderKeil said:

Looks neat, always fun to see slight variations on existing gamemodes. I tried making a map where the CTs started in possession of the c4 a few years ago, didn't really go anywhere but I'd like to think the concept could still work . .

As for the door, I suppose this works fine, but if you wanted to pursue your original concept more closely; I forget *exactly* how just now, but I recall it should be possible to ''tag'' players, as in - attach an object name to them when e.g. they walk through a trigger volume, or - in this case - pick up the hostage. You'd then be able to use that name with a filter to open the door for them

Yeah, the whole door thing is just a clunky way of getting the idea off the ground. I agree, not elegant at all. I know there must be a way to tag players in a way to be able to filter them. I would like to experiment with having the hostage carrier remain in the rescue zone for set time.

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