Be sure to look at the flags and monitors in the existing maps to make sure you understand how all this stuff works. If you have any questions, e-mail me - uncommon@uncommonplace.com
or visit the forums - http://uncommonplace.com/forums

Flags
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For each flag, there must be one FDBase, and one FDCapture per team. The inheritance chain for both is Actor->NavigationPoint->JumpDest->JumpSpot->GameObjective->CTFBase->xRealCTFBase.

Keep in mind that, as in CTF, the visible flag base decoration will be created at run time, so it's normal for the flag not to touch the ground in UnrealEd. To match up the FDCaptures with their FDBase, set the ObjectiveName (under GameObjective) to the same string, like "Moose Flag". You must also set the DefenderTeamIndex (again under GameObjective) for the FDCaptures (0 for Red, 1 for Blue). That flag name is also used for HUD messages like "Bob has the Moose Flag!", so make sure it will look right.

You must also set the FDBase's flag symbol texture, which works the same as a team symbol in regular CTF. The corresponding FDCaptures will get their symbol set automatically when the game starts. The same flag symbol is also used by the HUD, as well as by the banners and monitors. The standard A, B and C symbols are in FDFlags.utx: FDFlags.Symbol.A_Logo, etc. Custom symbols can be either masked or alpha. Don't forget to set the wrapping mode to clamp after importing them, and try to keep the symbols a good distance from the edges or the clamping effect will become noticeable at smaller sizes.

Each FDBase must have a different skin, because the skin will be modified at runtime to add the flag symbol. The game will ensure at runtime that the corresponding bases, flags, and capture points all share the same skin. FDFlags.utx contains black, cyan, magenta, and orange skins (must avoid team colors, after all). Version 1.0.1 has three versions of the black skin so all three flags in a map can be black.

To make a flag score more than one point per second with timed scoring, set the Score value (under GameObjective) to a value higher than 1. A value of 0 will be treated the same as 1, since originally this value was not used and all maps had the default value of 0.

Defense
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The original UT Flag Domination had a special FDDefensePoint; this is not needed in UT2003, which has a built-in mechanism for associating a defense point with a particular GameObjective. Set the FDCapture's DefenseScriptTags to something unique, like 'BlueMooseFlag', and then add UnrealScriptedSequences (Actor->KeyPoint->AIScript) where you want the bots to stand. Set the Tag of each one to the same value as the FDCapture's DefenseScriptTags. Don't forget to point them in the right direction.

Banners and Monitors (look under Decoration)
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Like the flags, banners and monitors must have a skin that corresponds to their flag. The skins are in FDBanners.utx, and they're numbered. It doesn't matter which skin number goes with which flag, as long as you're consistent. Remember to go by flag, not by team. There are also additional numbered versions of each banner/monitor with the corresponding skins set by default.

As with flags, the thing to remember is that two objects with the same skin will always look the same. They don't have copies of the same skin, they actually share one skin between them. That's why FDBanners.utx has three copies of each.

FDMonitor is just like xDOMMonitor, showing the capture status of a flag. Set the FlagName to match the ObjectiveName of the FDBase, and make sure each FDBase's CaptureEvent is unique (normally FDCap1, 2 or 3). Set ActiveShader, BlueShader and RedShader (under xDOMMonitor) to the appropriate skin for the flag (ie FDBanners.Monitor.GrayScreen1, GrayScreen2, etc). The other shader fields are not used. The monitor will automatically pick up the flag's symbol based on the FlagName.

(Note that FDCapture also has a CaptureEvent field. This event is triggered when the flag is captured at that point, whereas the FDBase's CaptureEvent is triggered when the flag is captured, or picked up, by *any* team.)

FDxTeamBanner actually works like a monitor (as does xTeamBanner, though their neutral skin is broken). If you don't want it to change, just set the Tag to None, set the skin to whichever for the team and flag (use gray to mark the flag's home base area), and set the Team value to 0 or 1. If you do want it to change, set the BlueSkin, RedSkin, and GraySkin fields as needed, in addition to the Tag.

FDBlueBanner and FDRedBanner are the hanging banners as seen in FD-Canyon. Again, set the skin number as necessary. These banners don't change, so the Tag doesn't matter.