Contents Call of Duty: United Offensivewas first to feature an official Capture the Flag gametype (there were mods in the original game that allowed it to be played). It is only available for maps introduced in Call of Duty: United Offensive:,. A player may instantly pick up the enemy flag and use all weapons and equipment.Call of Duty 3In, Capture The Flag plays like all other game modes; with the exception that, if the player is carrying the flag, he cannot use his weapons, but can still perform melee attacks with the flag, which becomes a one-hit kill.Call of Duty: Modern Warfare 2Capture the Flag is a game mode in. It was once removed but later added back to the game, most likely due to the many complaints from fans. The only changes are that the player can see which players are holding the flag, and now takes only one second to steal. It has also been updated from the CTF version in so that now its harder to be spawn killed by being spawned at the point furthest from the player's enemies and closest to the flag. Also, tiebreakers are settled by a sudden death overtime in which the first team to touch the enemy flag wins the game.Call of Duty: Black Ops.
' Get the enemy flag and return it to yours to capture it.' — Game Mode DescriptionCapture the Flag is yet again a multiplayer game mode, in. The main objective is to grab the enemy flag and return it to the player's allied base. To capture a flag, the player must simply run over his own team's flag, whilst holding the enemies' flag.In Call of Duty: Black Ops, the first team to capture 3 flags in a round wins that round. To win the match, one team must win two rounds, or just one round if either of the first two rounds ends in a draw. It is also possible for neither team to win if both teams win one of the first two rounds, and the final round ends in a draw.
Capture The FlagA 60v60 variation of the classic CTF game mode for Arma 3. About the missionI had been wondering for a while why was the only popular classic game mode in Arma 3. I wanted to see if anything else could be as enjoyable as KOTH and thought CTF would be the best mode to try.
Why I've released the sourceI originally planned to use the mission as a framework and just change the objective to try out a few game modes, but after CTF I could see my time was better spent elsewhere. It's been over 6 months since I touched the mission so the dust is starting to build up.Considering I have no other use for this code it only makes sense to release it so others can have a read and maybe learn something. SQF was the first language I learnt and I found it easiest to expand my knowledge by seeing features working ingame then reading the functions to understand how it worked.I feel it's important to be able to plan a system out in your head before you write it, so hopefully trying things in the mission and reading how it works can help others develop that skill.
For this we write: sudo apt install npm 3.- Installing npmFinally we can consult the installed version of node.js nodejs -v 4.- checking the installed version 2.- Using PPAFor more recent versions of node.js we usually use this installation method. Install node js ubuntu 16.04 lts.
The scripts aren't perfect (nothing ever is) but it's good to see both good and bad scripts while you're learning so you know the difference. Main features. All things related to capturing the flag and showing the flag state the HUD. Dynamic map SQM loading. Clothing, weapon and vehicle stores. Progression system. Tiered skills.
Player data and stats savingPlease note the followingThe mission was built with multiple layers of obscurity. I have cleaned up what needed cleaning so things aren't as confusing but have left the file structure and order of events alone. This means you will come across some scripts (especially in the client/server init) that are way over-complicated. ContributingI have no plans to continue working on the mission but if you have the urge to contribute to the repository please do.
Especially with my intention for it to be learning material, if you believe you can make a positive contribution I won't stop you. GameplayThe final product isn't exactly classic CTF. Instead of teams trying to steal each other's flag, they are fighting over a neutral flag trying to get it back to their capture point. The idea was to focus the main battle around the neutral flag so we didn't have two major battles taking place as well as smaller battles to secure the capture points.It is good fun with a decent amount of players (20+) but there are some pretty big flaws in my opinion. Once the flag holder was in a vehicle it was very hard to prevent them from getting all the way to their capture point. You needed a team set up on the enemy cap to intercept and return the flag.
The large scale made vehicles almost necessary to get to the capture point, which was an issue when there were no vehicles around. Having a single flag to fight over often caused both teams to fall into defense mode just waiting for the other team to try and take it. The progression was obviously inspired by KOTH, sadly here it felt like more of a restriction than a goal to achieve. This is mostly because the point of focus moved around the map depending on where the flag was so it was hard to keep up.I think the biggest mistake was trying to make the mission KOTH with a different objective. I do have some plans if I get time down the line to try CTF again, but I would be taking a very different approach.
SetupAll testing and hosting of the mission was done using the arma 3 dedicated server package.