Capture The Flag: Difference between revisions
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Created page with "{{stub}} {{Mod infobox |creatorToken=42131172405 |creatorName=Just_A_Dutchman_ |madePublicOn=2022-03-18 {{ref|https://www.warzone.com/Forum/611893-new-capture-flag-mod}} |tag..." |
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{{Mod infobox | {{Mod infobox | ||
|creatorToken=42131172405 | |creatorToken=42131172405 | ||
|creatorName=Just_A_Dutchman_ | |creatorName=Just_A_Dutchman_ | ||
| | |madePublicOnYear=2022 | ||
|tags= | |madePublicOnMonth=03 | ||
|madePublicOnDay=18 | |||
|madePublicOnRef={{ref|https://www.warzone.com/Forum/611893-new-capture-flag-mod}} | |||
|tags={{modtag|Strategic}} | |||
|appversion=5.24.1 | |||
|source=https://github.com/JustMe003/WarzoneMods/tree/main/Capture%20The%20Flag | |source=https://github.com/JustMe003/WarzoneMods/tree/main/Capture%20The%20Flag | ||
}} | }} | ||
{{Special Unit infobox | |||
|img=https://raw.githubusercontent.com/JustMe003/WarzoneMods/main/Capture%20The%20Flag/SpecialUnitImages/Flag.png | |||
|name=Flag | |||
|AttackPower=0 | |||
|DefensePower=0 | |||
|DamageToKill=0 | |||
|DamageAbsorbedWhenAttacked=0 | |||
|CombatOrder=0 | |||
|CanBeGiftedWithGiftCard=No | |||
|CanBeTransferredToTeammate=Yes | |||
|CanBeAirliftedToSelf=Yes | |||
|CanBeAirliftedToTeammate=Yes | |||
}} | |||
{{Special Unit infobox | |||
|img=https://raw.githubusercontent.com/JustMe003/WarzoneMods/main/Capture%20The%20Flag/SpecialUnitImages/FlagCaptured.png | |||
|name=Captured Flag | |||
|AttackPower=0 | |||
|DefensePower=0 | |||
|DamageToKill=0 | |||
|DamageAbsorbedWhenAttacked=0 | |||
|CombatOrder=0 | |||
|CanBeGiftedWithGiftCard=No | |||
|CanBeTransferredToTeammate=Yes | |||
|CanBeAirliftedToSelf=Yes | |||
|CanBeAirliftedToTeammate=Yes | |||
}} | |||
This [[mod]] adds flags to the game. If a player or team looses too many of their flags, they will become eliminated. | |||
At the start of the game, flags are randomly distributed on territories. During the game, players or teams can capture flags. Once a <strong>Flag</strong> becomes captured, it becomes a <strong>Captured Flag</strong>. Flags can be used in attacks or transfers, but can only be moved if the moving cooldown has been reached. Flags never get destroyed during combat. | |||
Game creators can customize: | |||
* The number of flags per player/team (defaults to 1, min 1, max 5). | |||
* The number of flags a player or team has to lose to be eliminated (defaults to 1, min 1, max 5). | |||
* The amount of permanent extra income a player gets on capturing a flag (defaults to 3, min 1, max 10). | |||
* How many turns must pass in order for flags to be moved (defaults to 1, min 0, max 5). | |||
Game creators can type in higher values for each of those settings (instead of using the number slider), no absolute upper limit is forced. |
Latest revision as of 17:18, 3 October 2024
Mod name | Capture The Flag |
Creator | Just_A_Dutchman_ |
Made public on | 2022-03-18 [1] |
Category | Experimental |
Tags | #Strategic |
Runs on Warzone version | 5.24.1+ |
Source code | GitHub |
A Flag
Attack power | 0 |
Defence power | 0 |
Can be transferred to teammates | Yes |
Can be airlifted to self | Yes |
Can be airlifted to teammates | Yes |
Can be gifted | No |
Combat order | 0 |
Damage to kill | 0 |
Starting health | N/A |
Visible to all players | No |
A Captured Flag
Attack power | 0 |
Defence power | 0 |
Can be transferred to teammates | Yes |
Can be airlifted to self | Yes |
Can be airlifted to teammates | Yes |
Can be gifted | No |
Combat order | 0 |
Damage to kill | 0 |
Starting health | N/A |
Visible to all players | No |
This mod adds flags to the game. If a player or team looses too many of their flags, they will become eliminated.
At the start of the game, flags are randomly distributed on territories. During the game, players or teams can capture flags. Once a Flag becomes captured, it becomes a Captured Flag. Flags can be used in attacks or transfers, but can only be moved if the moving cooldown has been reached. Flags never get destroyed during combat.
Game creators can customize:
- The number of flags per player/team (defaults to 1, min 1, max 5).
- The number of flags a player or team has to lose to be eliminated (defaults to 1, min 1, max 5).
- The amount of permanent extra income a player gets on capturing a flag (defaults to 3, min 1, max 10).
- How many turns must pass in order for flags to be moved (defaults to 1, min 0, max 5).
Game creators can type in higher values for each of those settings (instead of using the number slider), no absolute upper limit is forced.