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doms-CaptureTheFlag-1.1.2 icon

CaptureTheFlag

Two-team Capture the Flag for STRAFTAT. Grab the enemy flag, run it back to your base, first to three wins. Get killed and you respawn a few seconds later instead of sitting out the round.

By doms
Date uploaded a day ago
Version 1.1.2
Download link doms-CaptureTheFlag-1.1.2.zip
Downloads 28
Dependency string doms-CaptureTheFlag-1.1.2

This mod requires the following mods to function

BepInEx-BepInExPack-5.4.2305 icon
BepInEx-BepInExPack

BepInEx pack for Mono Unity games. Preconfigured and ready to use.

Preferred version: 5.4.2305
straftatmodding-MyceliumNetworking-1.1.17 icon
straftatmodding-MyceliumNetworking

An easy to use networking library for sending custom RPCs through Steam.

Preferred version: 1.1.17

README

Capture the Flag

Two-team Capture the Flag for STRAFTAT.

Steal the enemy flag and bring it back to your own base to score. Getting killed drops the flag where you fell, and you respawn a few seconds later. First to three captures wins by default.

Weapons, movement, maps and normal match progression stay the same.

Everyone in the lobby must have the same version of the mod.

Installing

  1. Open your STRAFTAT profile in r2modman.
  2. Install BepInExPack and MyceliumNetworking.
  3. Install CaptureTheFlag.
  4. Launch with Start modded.

Everyone you play with must do the same.

Playing

Set the lobby to Teams and start a map. Bases are placed automatically.

  • Walk into the enemy flag to pick it up.
  • Bring it to your own base to capture it.
  • Your own flag must be home before you can score by default.
  • Touch your dropped flag to return it immediately.
  • Dropped flags return automatically after 15 seconds.
  • Killing the carrier drops the flag where they died.
  • First to three captures wins the round.

The HUD shows the score and both flag states. Markers point toward flags and your base.

Manual base placement

If automatic placement does not suit a map, the host can override it:

Key Action
F8 Save the first team's base at your position
F9 Save the second team's base at your position
F10 Clear saved bases for this map

Saved positions are reused the next time the map is played. The keys can be changed in the config.

Larger lobbies

CaptureTheFlag supports moreStrafts for lobbies of up to ten players. Install both mods, select Teams, and start a map.

Players the game leaves without a team are placed on the smaller of the two teams. Late joiners are also placed on the smaller team without restarting the match.

Large matches can have crowded spawn points because official maps were designed for fewer players. The mod will spread respawns out where possible.

Configuration

Settings are available through Mod Menu or in: BepInEx/config/com.straftatmods.capturetheflag.cfg

Setting Default Description
CapturesToWin 3 Captures needed to win. Set to 0 to use the lobby setting
RespawnDelay 3 Seconds before a player respawns
SmartRespawns true Avoid dangerous or crowded respawn points
RequireOwnFlagHome true Require your flag to be home before scoring
DroppedReturnSeconds 15 Time before a dropped flag returns
CarrierSpeedPenalty 0 Optional movement penalty for the carrier
ShowFlagBeacons true Show light beams above flags and bases
ShowWorldMarkers true Show off-screen direction markers
HudScale 1 Change the size of the CTF HUD

Rule settings are controlled by the host. Display and audio settings are per-player.

If CTF does not start

The on-screen message should explain the problem. The usual fixes are:

  • Make sure the lobby is set to Teams, not free-for-all.
  • Make sure players are split across exactly two teams.
  • Make sure everyone installed the same CaptureTheFlag version.
  • Use F8 and F9 if a map has no suitable automatic base positions.

Reporting a problem

Send BepInEx/LogOutput.log from the host and every affected player. It is inside the r2modman profile used for the match.

For missing flags, say who hosted, how many players were present, and whether the host could still see the flags.

Development

Build and test scripts are in scripts/. Detailed technical notes are kept in CHANGELOG-DEV.md and STATE_OF_THE_PROJECT.md rather than in the player-facing changelog.

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.