CaptureTheFlag
Two-team Capture the Flag for STRAFTAT. Continuous respawns, host-authoritative rules, first to three captures takes the round.
By doms
| Date uploaded | 3 days ago |
| Version | 1.0.4 |
| Download link | doms-CaptureTheFlag-1.0.4.zip |
| Downloads | 30 |
| Dependency string | doms-CaptureTheFlag-1.0.4 |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2305straftatmodding-MyceliumNetworking
An easy to use networking library for sending custom RPCs through Steam.
Preferred version: 1.1.17README
Capture the Flag
Two-team Capture the Flag for STRAFTAT.
Each team gets a flag and a base. Walk into the enemy flag to take it, bring it back to your own base to score. Getting killed drops the flag where you fell, and you respawn a few seconds later instead of sitting out the rest of the take. First team to three captures wins the round, and the match carries on exactly as it normally would.
Everything else about STRAFTAT is untouched — same weapons, same movement, same maps, same match-point progression.
Everyone in the lobby needs this mod, at the same version. The host will not start a CTF match until every player has reported it.
Installing
- In r2modman, pick STRAFTAT and the profile you play on.
- Install BepInExPack and MyceliumNetworking.
- Install CaptureTheFlag.
- Launch with Start modded.
Everyone you play with does the same. That is the whole setup — there is nothing to configure to get a game going.
Playing
Put players on exactly two teams and start a map. CTF picks the two furthest-apart spawn points as bases and works out which one belongs to which team from where each team spawned.
- Walk into the enemy flag to pick it up.
- Bring it to your base to capture. By default your own flag has to be home for it to count.
- Touch your own dropped flag to send it straight back.
- A dropped flag returns on its own after 15 seconds. It flashes faster as the timer runs out.
- Killing the carrier drops the flag where they died.
- First to three captures wins the round.
The HUD shows the score, both flags' states, and what you should be doing. Off-screen markers point at the flags and, when you are carrying, at your own base.
Placing bases by hand
Automatic placement works on the official maps, but if a map puts a base somewhere awkward the host can override it:
| Key | What it does |
|---|---|
F8 |
Save the first team's base where you are standing |
F9 |
Save the second team's base where you are standing |
F10 |
Forget this map's saved bases and go back to automatic |
Positions are saved per map and reused next time. The keys are rebindable in the config.
If CTF does not start
CTF tells you why on screen rather than failing silently. The usual reasons:
- "needs exactly two teams with players on them" — everyone is on one team, or there are three or more teams in play. CTF only handles two.
- "waiting for everyone to report Capture the Flag" — somebody in the lobby has not installed it, or has a different version.
- "the two bases are only Xm apart" — the map's spawn points are too close together for a fair
game. Place the bases by hand with
F8/F9. - "no usable base positions found" — a map with no usable spawn points. Same fix.
Configuration
Settings live in BepInEx/config/com.straftatmods.capturetheflag.cfg, or in Mod Menu if you have
it. Worth knowing about:
| Setting | Default | Notes |
|---|---|---|
CapturesToWin |
3 |
Set to 0 to follow the lobby's own "takes to win" setting instead |
RespawnDelay |
3 |
Seconds spent spectating after a kill |
SmartRespawns |
true |
Choose where players come back instead of taking a random spawn point |
RespawnUsesAllSpawnPoints |
true |
Use every spawn point in the map, not just the group the lobby size picked |
RespawnVariety |
0.35 |
How far the choice may wander from the best spawn point. Near 0 is safest and completely predictable |
RespawnEnemyClearance |
10 |
Metres of room to try to leave from an enemy who can see you |
RespawnHazardRadius |
6 |
Refuse a spawn point with a live mine, grenade or damage zone this close. 0 skips the check |
RequireOwnFlagHome |
true |
Turn off for faster, messier games |
DroppedReturnSeconds |
15 |
How long a dropped flag stays contestable |
CarrierSpeedPenalty |
0 |
Optional handicap for the flag carrier |
ShowFlagBeacons |
true |
The light shafts above flags and bases |
ShowWorldMarkers |
true |
Off-screen pointers |
HudScale |
1 |
Size of the CTF HUD |
VerboseLogging |
false |
Extra diagnostics, worth enabling before reporting a problem |
Rule settings only matter on the host — it decides everything. Display and audio settings are per-player.
Notes on how it works
- The host decides everything. Pickups, returns, captures, score, respawns and round end are all resolved on the machine that is both the game server and the Steam lobby host. Clients render what they are told and cannot author state, so there is no capture or score a client can fabricate.
- Flags are local props, not networked objects. Every client builds its own flags and bases from replicated state. There is no custom network prefab to mismatch and nothing for a late joiner to fail to receive — they just get the next snapshot.
- Respawns are placed, not rolled. The game picks a spawn point at random, which suits a mode
where everyone spawns at once and not one where people come back mid-fight. CTF rates the map's
spawn points on what is standing near them, what is about to explode near them, who can see them,
which half of the map they are on and where the flags currently are — then picks at random between
the best few, so a good spawn does not become a predictable one.
SmartRespawns = falsegives you the game's own placement back. - The game's own systems do the heavy lifting. Round wins go through STRAFTAT's scoring, its end-of-round screen and its next-map load. Sounds come from the game's own audio and respect your volume settings. Event text goes into the game's match log.
- A game update will not break your match silently. Every hooked method is checked at load. If one is missing, CTF logs which one and stays switched off, and the game plays normally.
Logs
BepInEx/LogOutput.log in your profile. Search for Capture the Flag. On a healthy start you
should see the hooks applied, the version advertised to the lobby, and then the match starting once
two teams are in.
Building from source
Needs the game installed, a profile with BepInEx and Mycelium, and a C# compiler (csc) plus
mono.
./scripts/test.sh # protocol and validation tests
./scripts/build.sh # compile
./scripts/deploy.sh # compile and install into a profile
./scripts/package.sh # build a Thunderstore zip
./scripts/make-icon.sh # regenerate icon.png
Point them somewhere else with environment variables if your install is not in the default place:
STRAFTAT_DIR=/path/to/STRAFTAT R2_PROFILE=~/.config/r2modmanPlus-local/STRAFTAT/profiles/CTF ./scripts/deploy.sh
See PLAN.md for the design and STATE_OF_THE_PROJECT.md for current status and what has actually
been tested.
CHANGELOG
Changelog
1.1.2
- Fixed flags not appearing for non-host players in full 2v2 lobbies.
- Fixed clients occasionally missing CTF state while a map was loading.
- Fixed matches sometimes stopping or resetting when a player's version information was delayed.
- Improved the warning shown when CTF state is not reaching a client.
1.1.1 was an unreleased test build, so this fix is numbered 1.1.2 to prevent the two builds
from being mixed in the same lobby.
1.1.0
- Added support for larger lobbies using moreStrafts, including 3v3 and 5v5.
- Players left without a team are now placed on the smaller of the two teams.
- Late joiners no longer reset an active match or its score.
- Improved respawn placement when there are more players than spawn points.
- Fixed teams occasionally being assigned the wrong base in larger lobbies.
- Added clearer messages explaining why CTF cannot start.
moreStrafts is optional. Normal four-player lobbies still work as before.
1.0.5
- Fixed rockets, grenades, mines and other projectiles sometimes failing for non-host players.
- Fixed some loading events resetting an active CTF match.
1.0.4
- Fixed living players occasionally being respawned and forced to drop a carried flag.
- Added smarter respawns that avoid enemies, hazards and the place you just died.
- Added the option to disable smart respawns.
The projectile fix included here was incomplete and was replaced in 1.0.5.
1.0.3
- Fixed respawned players wearing the host's outfit.
- Fixed slower-loading players occasionally cutting the opening countdown short.
1.0.2
- Fixed CTF rules sometimes not activating even though the flags and HUD appeared.
- Restored continuous respawns and prevented normal elimination rules from ending the take.
1.0.1
- Fixed a team wipe ending the take and awarding a normal elimination point.
- Fixed fast movement through a base occasionally failing to register a capture.
1.0.0
- First complete release.
- Two-team Capture the Flag with pickups, drops, returns and captures.
- Continuous respawning instead of sitting out the take.
- Configurable capture target, return timer and carrier penalty.
- Animated flags, bases, HUD markers and game-matched sound effects.
- Automatic base placement with optional manual overrides.
0.1.0
Internal test build.