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CAPTURE THE FLAG MOD
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by Evil Isador (on www.filefront.com, www.moddb.com and www.strategyinformer.com)
Description:
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This Mod adds a new wincondition, for which you need to capture "flags" in the form of a red light pillar with your commander and carry them to your starting position.
If you're the first to get enough flags, you'll win.
It's compatible with Dawn of War: Dark Crusade/Soulstorm and should be compatible with any mod belonging to them, too, if it doesn't do any changes to the commanders of the races or if it doesn't add a race.
Supported additional races:
Black Templars (FoK), Harlequins, Inquisition Daemonhunt, Necrons, Steel Legion, Painter Horde (by Lokkee), Tyranids and the Witch Hunters.
Attention:
Currently there's no AI supported. CPU players won't notify any flag.
All maps, whose center is accessible to all commanders, are playable and those ones, which were optimized for this mod (e.g. these included in my CTF-Mappacks for Dark Crusade and Soulstorm, more hints below), too.
Installation:
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1. Extract the "W40k"-folder into your "Dark Crusade"/"Soulstorm"-root-directory
2. Accept the questions, whether you want to overwrite files
3. Start the game, play skirmish or multiplayer and check the wincondition "Capture The Flag (CTF)"
Uninstallation:
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1. Go to your root-directory of the game you installed it to, then open "W40k\Locale" and delete "CTF.ucs" in "English" and "German"
2. Go back to "W40k", then go to "data\scar\winconditions" and delete "CTF.scar" and "CTF_local.lua"
3. Go back to "data", then go to "art\ui\ingame\event_cue_icons\custom" and delete "cap_flag_icon.tga", "drop_flag_icon.tga", "lose_flag_icon.tga" and "win_flag_icon.tga"
Hints for map makers:
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1. Possible locations for flags are created as markers in the Mission Editor.
2. These markers have to be named as "mkr_ctf_flag#", where # stands for a number, which starts with 1, is increased by 1 for each marker and can get arbitrary high.
3. Examples:
a) "mkr_ctf_flag1", "mkr_ctf_flag2", "mkr_ctf_flag3" are 3 possible locations, that means they've got a probability of 1/3 to be chosen.
b) "mkr_ctf_flag1" is the only marker, so the flag is definitely placed there.
c) "mkr_ctf_flag0", "mkr_ctf_flag1", "mkr_ctf_flag2", "mkr_ctf_flag7"
In this case only "mkr_ctf_flag1" and "mkr_ctf_flag2" are valid, because 0 isn't allowed and 7 breakes the order.
4. I've included my flag symbol for your personal use in this archive under "flag.tga".
Legal notice:
-------------
You can use this mod if you need it for your own mod, but give credit to me.
CAPTURE THE FLAG MOD
--------------------
by Evil Isador (on www.filefront.com, www.moddb.com and www.strategyinformer.com)
Description:
------------
This Mod adds a new wincondition, for which you need to capture "flags" in the form of a red light pillar with your commander and carry them to your starting position.
If you're the first to get enough flags, you'll win.
It's compatible with Dawn of War: Dark Crusade/Soulstorm and should be compatible with any mod belonging to them, too, if it doesn't do any changes to the commanders of the races or if it doesn't add a race.
Supported additional races:
Black Templars (FoK), Harlequins, Inquisition Daemonhunt, Necrons, Steel Legion, Painter Horde (by Lokkee), Tyranids and the Witch Hunters.
Attention:
Currently there's no AI supported. CPU players won't notify any flag.
All maps, whose center is accessible to all commanders, are playable and those ones, which were optimized for this mod (e.g. these included in my CTF-Mappacks for Dark Crusade and Soulstorm, more hints below), too.
Installation:
-------------
1. Extract the "W40k"-folder into your "Dark Crusade"/"Soulstorm"-root-directory
2. Accept the questions, whether you want to overwrite files
3. Start the game, play skirmish or multiplayer and check the wincondition "Capture The Flag (CTF)"
Uninstallation:
---------------
1. Go to your root-directory of the game you installed it to, then open "W40k\Locale" and delete "CTF.ucs" in "English" and "German"
2. Go back to "W40k", then go to "data\scar\winconditions" and delete "CTF.scar" and "CTF_local.lua"
3. Go back to "data", then go to "art\ui\ingame\event_cue_icons\custom" and delete "cap_flag_icon.tga", "drop_flag_icon.tga", "lose_flag_icon.tga" and "win_flag_icon.tga"
Hints for map makers:
------------------------------
1. Possible locations for flags are created as markers in the Mission Editor.
2. These markers have to be named as "mkr_ctf_flag#", where # stands for a number, which starts with 1, is increased by 1 for each marker and can get arbitrary high.
3. Examples:
a) "mkr_ctf_flag1", "mkr_ctf_flag2", "mkr_ctf_flag3" are 3 possible locations, that means they've got a probability of 1/3 to be chosen.
b) "mkr_ctf_flag1" is the only marker, so the flag is definitely placed there.
c) "mkr_ctf_flag0", "mkr_ctf_flag1", "mkr_ctf_flag2", "mkr_ctf_flag7"
In this case only "mkr_ctf_flag1" and "mkr_ctf_flag2" are valid, because 0 isn't allowed and 7 breakes the order.
4. I've included my flag symbol for your personal use in this archive under "flag.tga".
Legal notice:
-------------
You can use this mod if you need it for your own mod, but give credit to me.






