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- OFFICIAL GUIDE -
> Contents:
Overview
Getting Started
New
Features
Joining
or Creating a New Game
Entering
the Game
Choosing
a Team
Choosing
a Character
The Flags
Scoring
Captures and Points
End Game Statistics
The Power-Ups
Power-Up
Spawn Points
Power-Up
Status
Power-Up
Items
The
Heads Up Display (HUD)
Targeting
HUD
Flag
Status HUD
Game
Timer
Weapons
Default
Weapons
Barnacle
Grappling Hook
Displacer
Credits
>
Overview:
The
goal in Half-Life: Opposing Force Capture The Flag (OpFor CTF) is
simple: Capture the opposing team's flag and return it to your flag
in your home base. The team who captures the most flags is the winner
- but there are many other goals to strive for in OpFor CTF! This
guide will not only teach you the rules of the game, but will also provide
hints and strategies that will enable you to be a much more effective team
player.
>
Getting
Started:
Once
the Half-Life: Opposing Force patch has been installed, simply run Opposing
Force as you normally would.
New Features
Opposing
Force CTF includes 4 new key bindings, so you might want to configure them
before starting or entering a game. The 4 new functions are as follows:
Throw Powerup (Default
key: "p"; console command "impulse 205"): If you
are carrying a power-up item, pressing this key will throw it onto the
ground in front of you.
Change Team (Default
key: "n"; console command "changeteam"): This will
bring up the team selection menu. Choosing a new team will "kill" your
current character, losing all power-ups and weapons you've collected.
However, your accumulated frag "score" remains.
Change Player Model (Default
key: "b"; console command "changeclass"): This will
bring up the appropriate model selection menu for the team you are on.
Changing player model will not "kill" your current character.
Flag Information (Default
key: "i";console command "flaginfo"): This will display
information about the flag's status. Since most of this information is
available quickly through the HUD (see HUD
below), most players won't need to use this function.
TIP:
You may choose custom keys for these commands from the key configuration
menu or by using the "bind" command from the console (syntax: bind <key>
"<command>")
Joining
or Creating a New Game
To
start or join a CTF game, Select "Multiplayer" in the main menu.
If you wish to join an existing Opposing Force CTF server, select "Internet"
to join an internet game, or "LAN" to join a game created on a local area
network.
NOTE:
OpFor CTF games can be identified by the map name which always begins with
the prefix: "op4ctf".Since the CTF mod is included in the same package
as the regular deathmatch for Opposing Force, both deathmatch and CTF maps
will show up in "gearbox" game map lists.
Once
you have found the game you want to join, just select that game in the
list box, then click on "ok" in the menu. Or, to create a game, simply
select the "Create" option from the multiplayer menu and select your favorite
map and game options.
If
you are running a server, there are a few standard and advanced features
to be aware of when making your server settings.
Message of the Day: A
text file called motd.txt (found in the "gearbox" directory)
contains a server definable message that's displayed for all clients
who join the server. Message of the Day can be used to display the map
rotation for the server, the homepage address of the server or other information
about the server specific rules.
Map Cycle: A
text file called mapcycle.txt (found in the "gearbox" directory)
contains a list of the maps that are cycled on the server. Information
about how mapcycle.txt works and a default mapcycle can be viewed by looking
at the contents of the file.
Server Settings: A
file called server.cfg (found in the "gearbox" directory)
is used to initialize custom game settings when the server is started.
Most of the standard Half-Life and TFC server variables are supported and
a few new OpFor CTF specific variables have been added. Here is a list
of new server variables:
mp_ctf_autoteam: This
variable will force players to join the smallest team if the teams are
uneven.
mp_ctf_capture: This
variable sets the number of flag captures a team has to score before the
game ends.
mp_timelimit: This
variable defines how long (in minutes) the game will last before the game
ends. If this variable is set, a timer is displayed on the HUD (See HUD
below).
NOTE:
If both mp_timelimit and mp_ctf_capture variables are set to greater than
zero, then which ever end game limit is reached first will end the game.
BACK TO CONTENTS
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Entering
The Game:
When
you first enter a CTF game you will be in spectator mode. You can
fly around and explore if you are unfamiliar with the map.
Choosing
a Team
As
a spectator who has just joined the game, you will be presented with the
following menu:
Opposing
Force CTF throws players into the classic confrontation of Soldiers vs.
Civilians. Therefore, player's may join either the Civilian Black Mesa
team (Orange) or the Soldier's Opposing Force team (Green). At this
menu screen you can choose to join either of these teams specifically,
become a spectator or, if you don't care what team you are on and just
want to help out the team with the fewest members, you can select the "Auto
Assign" choice.
If
you choose to remain a spectator, or join the spectator team at any time
during the game, you will be free to fly around the map and watch the action.
NOTE:
Players who become spectators during a game will, of course, lose their
weapons, their Power-Up items and their score.
Choosing
a Character
If
you choose to join the Black Mesa team, the menu will change to the following:
This
is a list of valid characters you can assume when playing on the Black
Mesa team. If you see any of these civilian characters while you're on
the Black Mesa team, then you will know that they are your teammates.
You can also select "Random" from this menu if you just want the game to
select a character for you. "Cancel" returns you to the previous screen.
NOTE:
When on the Black Mesa team, the HUD in the game will be colored orange.
The
ability to select a skin color for the Barney, Gina, Gordon, and Scientist
models has been disabled for CTF because selection of a green skin color
sometimes made it hard to distinguish between these models, and some of
the Opposing Force models.
If
you choose to join the Opposing Force team, the main menu will change to
the following:
As
with the Black Mesa team, if you see any of these characters while you're
on the Opposing Force team, then you will know they are your teammates.
You can also select "Random" from this menu if you just want the game to
select a character for you. "Cancel" returns you to the previous screen.
NOTE:
When on the Opposing Force team, the HUD in the game will be colored green.
BACK TO CONTENTS
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The
Flags:
The
main objective in Opposing Force CTF is to capture the other team's flag
and return it to your own flag at the flag base. Each flag has a
distinctly different color and symbol to indicate which team the flag belongs
to.
These
are the Opposing Force CTF Flags:
Black Mesa
FLAG
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Opposing Force
FLAG
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When
safe at home base, each flag rests in a flag base which looks like this:
Black Mesa
BASE
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Opposing Force
BASE
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BACK TO CONTENTS
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Scoring
Captures and Points:
The
only way to score a capture in OpFor CTF is to return the enemy's flag
to your own flag in the flag base. Each flag capture earns 1 capture
point for your team as displayed in the flag HUD (See "The Heads Up Display"
below).
However,
In Opposing Force CTF there are many ways in which to score points as an
individual. The following is a list of ways to score points in the
game, and how many points are awarded for each.
Frag: Kill
a player from the other team. (+1 kill)
Steal: Pick
up the enemy flag by touching it.
(+1 point)
Return: Return
your flag to your base by touching it. (+1
point)
Capture: Carry
the enemy flag to your own flag in its base. (+10
points, +1 team capture)
Carrier Kill: Destroy
an enemy who is carrying your flag. (+1
point)
Defend Base: Kill
an enemy within a certain radius of your flag base. (+1
point)
NOTE:
By default the radius is set to 192, however the value may be different
as defined by each map.
Defend Flag Carrier: Kill
an enemy that recently damaged your flag carrier. (+1
point)
NOTE:
By default,"recent" means within 10 seconds, however the value may be different
as defined by each map.
Assist: When
a return is recently followed by a capture.(+1
point)
NOTE:
By default, "recent" means within 10 seconds, however the value may be
different as defined by each map.
These
points are added together to determine player rank and score. Any of these
points may be compounded. For example, if you kill an enemy carrying
your flag within 192 units of your flag base, you'll get 3 points.
1 kill for the enemy kill, 1 point for killing the enemy flag carrier,
and 1 point for defending your base.
BACK TO CONTENTS
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End
Game Statistics
In
addition to rewarding the winning team at the end of each game with a banner
that's displayed for all players to see, OpFor CTF keeps track of many
statistics that are reported in the end game menus. Also, when the end
game menu is active, you can toggle between the standard scoreboard and
the statistics screen. Here is a list and description of statistics which
are tracked:
Most Valuable Player:
The player who scored the most total points (kills
and CTF scores).
Most Kills: The
player who scored the most kills.
Highest CTF Score: The
player who earned the most CTF related points (see Scoring).
Most Offense: The
player who scored the most offensive CTF points.
Most Defense: The
player who scored the most defensive CTF points.
Most Sniper Kills: The
player who earned the most kills using the sniper rifle.
Most Barnacle Kills: The
player who earned the most kills using the Barnacle.
Most Deaths: The
player who was killed the most.
Most Suicides: The
player who killed himself the most times.
Most Damage: The
player who delivered the most total damage in a single attack.
Most Accelerator Time:
The
player who carried the accelerator power-up the longest.
Most Backpack Time: The
player who carried the backpack power-up the longest.
Most Health Time: The
player who carried the health power-up the longest.
Most Shield Time: The
player who carried the shield power-up the longest.
Most Jump Pack Time: The
player who carried the jump pack power-up the longest.
NOTE:
You can save your statistics to a file called "ofctfstats.log" by pressing
the "Save Stats" button in the End Game display. That statistics log file
will append each new entry to the existing file and identify the entry
with a date and time.
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The
Power-Ups:
Opposing
Force CTF includes five Power-Up items that will give the owner extra enhancements
or abilities. When a player is the owner of a Power-Up, a large icon
will appear on the middle left side of their HUD showing what Power-Up
they currently possess. In addition to this, all of the Power-Up
items have audio cues that will play when the Power-Up is in use. These
audio cues can be heard by all players, friend or foe, who are standing
within earshot of the owner of the Power-Up.
To
collect a Power-Up, simply touch it. The Power-Up will disappear from the
ground and your HUD will update to display that you are now carrying the
item.
NOTE:
You can only carry one Power-Up at a time.
If
you are currently carrying a Power-Up, and run across another one that
you would rather have, then you may throw the Power-Up you currently own
(using whatever key you bound the "Throw Powerup" function to) and then
pick up the new Power-Up. After having thrown a Power-Up, you may
not pick up that Power-Up for 5 seconds, unless it is picked up and thrown
by another player. Once thrown, a Power-Up will remain at that spot
for 30 seconds, after which time it will disappear and reappear at a Power-Up
spawn point. If a Power-Up is thrown or dropped, into a skybrush
or hostile environment (such as radioactive slime), it will reappear at
a Power-Up spawn point in 5 seconds.
Power-Up
Spawn Points
Power-Up
spawn points may be fixed, random, or weighted.
When
fixed,
the Power-Up will reappear at the same place every time it respawns.
When random, the Power-Up will reappear in a different place
every time it respawns.
Power-Up
spawn points may also be weighted. Weighted spawn points
are designed to "handicap" a team that may be doing better than the other
team. If one team is 1 point (flag capture) ahead of the other team,
then any respawned Power-Up items will appear in either a common area,
or will appear closer to the losing team's base. They will never
appear in spawn points near the winning team's base (unless a free spawn
point is unavailable when the Power-Up is ready to reappear). If
one team is 2 or more flag captures ahead of the other team, then any respawned
Power-Up items will only appear closer to the losing team's base (unless
a free spawn point is unavailable when the Power-Up is ready to reappear).
In other words, Power-Up items are more likely to reappear near a losing
team's base.
NOTE:
Spawn point behavior is defined by each map.
The
official maps included with Opposing Force CTF use the following methods
of using Power-Up items and their spawn points:
op4ctf_biodomes:Fixed
powerup spawn points
op4ctf_chasm:Weighted
spawn points
op4ctf_crash:
Weighted spawn points
op4ctf_gunyard:
No Power-Up items
op4ctf_mortar:
Random spawn points
op4ctf_repent:
Random spawn points
op4ctf_wonderland:
Random spawn points
Power-Up
Status
At
any time during the game you can tell which players are carrying what Power-Ups
by bringing up the score screen. To the left side of the name of
any players currently carrying a powerup, a colored icon showing what powerup
that player is carrying will be displayed. The score screen with Power-Up
status looks like this:
In
this game, "DuvalMagic" is carrying the Shield Power-Up and Astro Chimp
is carrying the orange flag. Other players on each team are also carrying
various Power-Up items. Since no one in this game currently is carrying
the Health Power-Up, that item is probably loose in the map.
You
can also see what Power-Up item another player on your screen is carrying
simply by positioning your crosshair over the target. For more information
about these features, refer to "Targeting HUD" and "Score Display"
under the section labeled "The Heads Up Display (HUD)".
Power-Up
Items
Jump
Pack Power-Up
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World Model
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Hud Icon
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Sound Effect
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This
Power-Up enables you to perform a special jump that moves farther and faster
than a normal jump. This is a very effective tool for flag runners as it
provides players with a slight speed advantage over other players in the
game. In order to perform this jump, while moving forward you must hold
down the crouch key, and quickly press the jump key.
NOTE:
The OpFor CTF Jump Pack differs from the Half-Life Jump Pack in that this
item (like all other OpFor CTF Power-Up items) can only be carried by one
player at a time. However, it still offers great increase in speed
and mobility when used properly and can be one of the most effective Power-Up
items a flag runner can employ.
Shield Power-Up:
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World Model
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Hud Icon
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Sound Effect
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This
Power-Up will recharge your shield battery by 1 unit every 1/2 second,
and it will max out your shield energy to 150 units instead of the standard
100. If you throw this Power-Up away when your shield energy is greater
than 100 units, then your shield energy will be drained by one unit every
1/2 second until the shield energy level is at 100 units.
TIP:
While the Shield Power-Up is essentially a defensive tool, it is often
very effective when used to help attackers survive longer in enemy territory.
Health Power-Up:
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World Model
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Hud Icon
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Sound Effect
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This
Power-Up will regenerate health by 1 unit every 1/2 second, and it will
max out your health to 150 units instead of the standard 100. If
you throw this Power-Up away when your health is greater than 100 units,
then your health will be reducded by 1 unit every 1/2 second until your
health is at 100 units.
TIP:
The Health Power-Up is favored by snipers who do not wish to leave their
perches in order to regain strength.
Accelerator (Death) Power-Up:
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World Model
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Hud Icon
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Sound Effect
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This
Power-Up will increase all damage inflicted with any weapons used by the
owner, or any damage inflicted by any bombs the owner has set. This
also increases the damage done to yourself if you take splash damage from
any of your explosive weapons.
Backpack (Ammo) Power-Up:
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World Model
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Hud Icon
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Sound Effect
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This
Power-Up does a few things for you and is perhaps the most elaborate item
in the game. Upon picking it up, the first thing it will do for you is
give you a standard ammo box for every ammunition type in the game.
Another
feature of this powerup is that it will regenerate ammunition at a rate
of 1 bullet every 1/2 second for the currently selected weapon (except
in the case of AR grenades where the rate is 1 grenade every 10 seconds).
NOTE:
The Backpack (Ammo) Power-Up will not regenerate satchel charges, laser
trip mines, or snarks.
The
final feature of this Power-Up is the ability to double the clip size of
your currently active weapon as long as that weapon can regenerate ammo,
or it isn't a single shot weapon such as the RPG. For example, the
SAW has a standard clip size of 50. If you are carrying the SAW and
hit the reload key (and you have enough ammo), you will see that the clip
will be expanded to hold 100 bullets.
Targeting
HUD
When
the targeting crosshair of your selected weapon is aimed at another player,
an information line will appear in the lower center part of the screen.
This information line will tell you some things about the player you are
currently looking at.
1.
If the target is carrying a Power-up, the HUD icon is displayed
2.
The target's disposition ("Friendly" or "Enemy") is displayed
3.
The target's name is displayed.
So,
for example: Targeting a player that is on the enemy team and is carrying
the Accelerator (Death) Power-Up creates a target display that appears
like this:

Flag Status
HUD
The
Flag Status HUD displays some very important information. First, it displays
the score, represented by the numbers next to the orange and green flag
icons. Below is the Flag Status HUD when the score is 2 to 3:
There
are four possible states that the flag may be in at any given time in the
game.
1.
Flag at Base - The Flag is safe in the flag base.
2.
Flag Carried - You have taken the enemy flag!
3.
Flag Stolen - Someone has taken the flag.
4.
Flag Loose - Flag has been left somewhere in the map, not at the flag base.
The
flag icons that display the game score in the lower left side of the HUD
will also show the state of either flag at any given point in the game.
Here is what the flag HUD icons look like in each state:

Flag at Base
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Flag Carried
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Flag Stolen
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Flag Loose
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NOTE:
If you have taken the enemy flag, you will also see a message appear in
the center of your screen every thirty (30) seconds reminding you to carry
the flag to your own base in order to score a capture point for your team.
Score
Display
When
viewing the game score sub-menu, lots of useful game information is displayed.
This is what the score screen looks like:
In
this example, the Black Mesa team leads the Opposing Force team with a
score of one (1) to zero (0). Also displayed are the kills and points earned
by each player as well as the number of times each player has been killed.
The latency (or time in milliseconds it takes for a message to return to
each player from the server) is also displayed for each player. Finally,
players who are carrying Power-Ups or flags have icons next to their names.
Game Timer
When
the game is set to end after a time limit, the remaining time is displayed
like this:
In
this game, there is thirty-three minutes and thirty-two seconds left before
the game ends. The game will end with a display of the score display when
the counter reaches zero.
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Weapons
Some
of the Opposing Force weapons have special rules when applied to Capture
the Flag games. Those changes are outlined here.
Default
Weapons
When
a player first joins a game of Opposing Force CTF or when a player respawns
after having been fragged in the game, the player is automatically equipped
with the following weapons:
Pipe Wrench
Barnacle Grappling Hook:
Active
by default
.357 Desert Eagle
Barnacle
Grappling Hook
The
Barnacle works as both a weapon and as a tool. It can be used to
latch onto and chew opponents, or it can be used to attach to special surfaces
as a grappling hook.
There
are a number of objects and surfaces that the Barnacle can successfully
attach to. These are:
Characters: The
Barnacle will only eat enemy characters.
Spores: Regenerating
ammunition is also Barnacle food.
Special Xen (alien) Growths:
Two
flavors, green and orange.
NOTE:
In CTF, the Barnacle features an alternate fire mode which releases slack
on the line. Using alternate fire allows players to not only grapple
upwards, but also lets players rappel down walls and cliffs.
Displacer
In
Opposing Force CTF, the Displacer is a very powerful weapon. It's
alternate fire mode will detonate a powerful blast at the feet of the user
after teleporting the user away.
NOTE:
In CTF, the Displacer will not transport the flag. So, if you self teleport
while carrying the flag, you will be transported elsewhere but the flag
will stay behind. Also, if you shoot another player who is carrying
the flag (friend or foe) the flag will stay behind after they are transported
away.
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Credits
Production/Direction:
Randy
Pitchford
Texture Art, Skins and
Hud Icons:
Brian
Martel
Character Models, Flags
and Power-ups:
Stephen
Bahl
Landon Montgomery
Sound Effects:
Rob Heironimus
CTF Game Code:
Patrick Deupree
Original Opposing Force
Game Code:
Patrick Deupree
John Faulkenbury
Steve Jones
Sean Reardon
Concept:
Matt Armstrong
Game Design, Testing and
Influence:
Matt Armstrong
Stephen Bahl
Patrick Deupree
Rob Heironimus
Brian Martel
David Mertz
Landon Montgomery
Stephen Palmer
Randy Pitchford
Sean Reardon
Mike Wardwell
Level Designers:
Black Mesa Biodomes
(op4ctf_biodomes)
- David Mertz
Chasm (op4ctf_chasm)
- Matt Armstrong
Crash Site (op4ctf_crash)
- Randy Pitchford
Gunyard (op4ctf_gunyard)
- Matt Armstrong
Mortar (op4ctf_mortar)
- Mike Wardwell
Repentagram x2 (op4ctf_repent)
- Matt Armstrong
The Wonderland (op4ctf_wonderland)
- Stephen Palmer
HTML Manual:
Stephen Bahl
Patrick Deupree
Brian Martel
Landon Montgomery
Randy Pitchford
Worldcraft .fgd Information
and Tutorials
Matt
Armstrong
David Mertz
Mike Wardwell
Special Thanks
Sierra Studios QA Group
Valve Software
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