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[MP] Advance The Flag (ATF) Beta Pack

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Advance The Flag (ATF) Beta Pack

By Goschie

Unedited informative video for those that are patient:

http://i.imgur.com/Cv9VObJ.jpg (735 kB)

http://i.imgur.com/cjLrzvC.jpg (559 kB)

Description:

Advance The Flag was originally made for the game Arma2, but today it is being released to Arma3! Advance The Flag is a dynamic, zone capture based game mode. Unlike other zone capture systems, however, ATF utilizes flags that you advance to the opponents base to win the game! There are 3 modes in different combinations to choose from. Standard ATF allows you to redeploy the flag closer and closer to the enemy base. Micro ATF allows you to actually pick up the flag instead, and then ultimately deploy it near the opponents base.

To win:

The general win condition is accumulating tickets by moving the flags closer toward the opponents base, but you could also lose tickets by respawning. Alternatively, in Round Mode, all you have to do is deploy the flag in the opponents end zone ring, which surrounds the enemy base.

Next, and the most important fact, is that you can not move your flag passed the other opponents flag! When a flag is deployed it creates a front line across the battle field area, which in turn forces the opponent to destroy your flag by capturing it from 100% to 0%. The opposing team will then have go back to base and move their flag up again.

Player Kits:

A persistent kit system is available for all players to use; ATF calls it "The Armory". Any kit you grab from the armory GUI will stick to your client until you disconnect. The armory will prevent you from picking up other peoples weapons when at base, but as soon as you leave, you can pick up any weapon you want.

Special Abilities for Weapon Kits:

- Repairing

- Healing

- Building fortifications

- Seeing entire sides player markers instead of just your squad

- Many more to come!

Installation:

- Extract the .pbo file to your Steam/SteamApps/common/ArmA 3/MPMissions folder

- To use as a template (make your own), put mission folders in Documents\Arma3\Missions, and load into editor

Disclaimer:

This is a beta, be prepared from some potential bugs and performance abnormalities!

Changes:

v0.9 (porting to A3 from A2)

- Kit system GUI

- Settings Menu GUI

- Flag Beeping to warn that you are in area

- Restricting flag carriers to battle area only

- New vehicle respawn system geared towards performance

- Improved security over Arma2 version (major updates)

NO REQUIRED ADDONS! ;)

Download Links:

http://www.armaholic.com/page.php?id=28113

http://download1644.mediafire.com/aykcitaw4kxg/dzdd82n5frfmzfu/ATFBetaPack.zip

Edited by tacticalnuggets
updated

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Just took a quick look at this with a few other players. It looks very interesting.

We were wondering how it would play out if you didn't have an exact marker where the enemy flag is planted. You know what "yard line" it's on but not exact position? Might be an option to put in the parameters anywho. Great stuff so far. Thanks!

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Just took a quick look at this with a few other players. It looks very interesting.

We were wondering how it would play out if you didn't have an exact marker where the enemy flag is planted. You know what "yard line" it's on but not exact position? Might be an option to put in the parameters anywho. Great stuff so far. Thanks!

I remember a tournament actually doing this in a very very very early prototype of the system. Besides it being very different back then, I did not write the code hiding the flag map markers for enemy flags. I gave the tournament the prototype so they could modify it themselves.

Looking at my code now, adding in such an option would be extremely easy, but I have no idea how the balance will be affected. One thing to note is that you can move the flag zones when they are being captured; they just keep their capture states so you cant exploit it. What may or may not end up happening is the inability to chase around an invisible flag zone as the opposing side is retreating their flag to prevent it from being destroyed.

Basically, you may find it more balanced to leave it visible for the very fact you can retreat the partially "destroyed" flag.

Kind of why its important to test the system. Its just hard to balance game play without testing.

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Hey everyone!

Currently, Arma players at tactical gamer have taken an interest in the Advance The Flag game mode. I recommend anyone interested in trying out this system with more players visit: http://www.tacticalgamer.com

http://www.tacticalgamer.com/forum.php

This should make beta testing more enjoyable! Thank you! :)

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I have implemented 3 additional PARAMETERS:

1. If you so choose, enemy zones are hidden until less than 100%

2. If you so choose, zones can be locked down when less than 100% (cant move them)

3. If you so choose, flag carriers cant get in vehicles

All can be overridden in the init.sqf like normal variable parameters as well. Basically, if you set an override parameter to true in the init.sqf, it will permanently be on for that mission. If false, then the parameter you set in MP character select is used.

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