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Flag as CP

Posted: Sun Feb 15, 2009 11:34 pm
by ryukaji
Is there a way to change a CP to be a flag?

Re: Flag as CP

Posted: Mon Feb 16, 2009 9:22 am
by bobfinkl
I believe you just edit the CP's odf to use the flag model.

Re: Flag as CP

Posted: Mon Feb 16, 2009 9:52 am
by ryukaji
well yeah ive tried that but when i placed one in Zeroedit it was still a normal cp

Re: Flag as CP

Posted: Mon Feb 16, 2009 9:55 am
by bobfinkl
Did you try it ingame? A lot of changes don't show up in ZE but do ingame (and vice versa). If it doesn't work ingame then you either did something wrong in the odf or its for some reason hard-coded(unchangeable).

Re: Flag as CP

Posted: Mon Feb 16, 2009 12:52 pm
by Teancum
Are you saying have a CP that acts like a flag, with a flag model and all? (in other words, it can be "captured" when someone's carrying it, etc). If that's the case, no - you can't do that.

Re: Flag as CP

Posted: Mon Feb 16, 2009 1:44 pm
by bobfinkl
No, I think he just means a CP with a flag model.

Re: Flag as CP

Posted: Mon Feb 16, 2009 2:37 pm
by ryukaji
Yes, I was thinking that for the medieval mod that it would make more sense for a teams flag to be used as a "CP" and that when you capture one it changes to your flag, rather than the hologram light CP for star wars maps

Re: Flag as CP

Posted: Mon Feb 16, 2009 3:31 pm
by FragMe!
You mean something like this (I know you would want to use your own geometry)
This is the same base being occupied by either team.
Hidden/Spoiler:
Image
Remember any changes you do the the control zone odfs must be put in your worlds odf folder not left in the common folder. It is also a good idea to rename them to something other than the default names.

One thing to note is the flag will not be cloth, the cloth is setup via and odf and the flag geometry (msh file) is the only thing being called for so it would never get it's cloth attributes defined.

Re: Flag as CP

Posted: Mon Feb 16, 2009 4:13 pm
by ryukaji
Oh so its got to go in the worlds folder, I see. Thanks Frag

Re: Flag as CP

Posted: Mon Feb 16, 2009 4:25 pm
by FragMe!
Yes is the odf and msh folder, just the same as any other object you would add to your map

Edit:
Further fun things to do, or cool results by accident which ever you prefer
Hidden/Spoiler:
Image
Still can't do anything about red or blue ......... yet

Re: Flag as CP

Posted: Mon Feb 16, 2009 7:17 pm
by ryukaji
OMG!! LOL thats amazing, howd you make it go up and down

Re: Flag as CP

Posted: Tue Feb 17, 2009 10:27 am
by Yodakid
FragMe! wrote: Still can't do anything about red or blue ......... yet
About cp colors, what do you think?
Hidden/Spoiler:
[attachment=0]Customcpcolor.JPG[/attachment]

Re: Flag as CP

Posted: Tue Feb 17, 2009 11:33 am
by FragMe!
Which lines did you change for that if I may ask.
And are those in as command posts or just props?

Re: Flag as CP

Posted: Tue Feb 17, 2009 4:07 pm
by Caleb1117
Based on the mini-map, those are CPs. I thought that was impossible?

Re: Flag as CP

Posted: Tue Feb 17, 2009 4:28 pm
by Yodakid
Well, I have have figured out that this does only work 50% because I can only set a deafult color that won't change when the cp is captured...
Anyways, here's the holo.odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "hologram"

[Properties]
Color = "0 200 4"
HoloType = "custom"
//HoloImageGeometry = "com_icon_alliance"
HoloVisibleDistance = 200.0
HoloHeight = 3.5
HoloSize = 2.5
HoloBeamIntensity = 1.0
HoloLightIntensity = 1.0
HoloImageIntensity = 0.5
HoloFlareIntensity = 1.0
HoloLightRadius = 8.0
HoloRotateRate = 0.2
HoloPopRate = 0.01
HoloFlickerRate = 0.01
HoloFlickerAlphaMin = 0.4
HoloFlickerAlphaMax = 0.8
HoloFadeInTime = 2.0

Re: Flag as CP

Posted: Tue Feb 17, 2009 7:49 pm
by Master_Ben
Why can you only get the nuetral color changed?

'cause the oroginal holo.odf looks like this with the rgb spaces for friendly enemy and nuetral colors too:
[GameObjectClass]
ClassLabel = "hologram"

[Properties]
Color = "0 0 0"
NeutralColor = "255 255 255"
FriendlyColor = "30 220 30"
EnemyColor = "240 30 30"
LocalsColor = "240 220 30"
HoloType = "aligned"
//HoloImageGeometry = "com_icon_alliance"
HoloVisibleDistance = 200.0
HoloHeight = 3.5
HoloSize = 2.5
HoloBeamIntensity = 1.0
HoloLightIntensity = 1.0
HoloImageIntensity = 0.5
HoloFlareIntensity = 1.0
HoloLightRadius = 8.0
HoloRotateRate = 0.2
HoloPopRate = 0.01
HoloFlickerRate = 0.01
HoloFlickerAlphaMin = 0.4
HoloFlickerAlphaMax = 0.8
HoloFadeInTime = 2.0
Sorry if this is hijacking.

Re: Flag as CP

Posted: Tue Feb 17, 2009 7:56 pm
by Caleb1117
Yodakid wrote:Well, I have have figured out that this does only work 50% because I can only set a deafult color that won't change when the cp is captured...
Anyways, here's the holo.odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "hologram"

[Properties]
Color = "0 200 4"
HoloType = "custom"
//HoloImageGeometry = "com_icon_alliance"
HoloVisibleDistance = 200.0
HoloHeight = 3.5
HoloSize = 2.5
HoloBeamIntensity = 1.0
HoloLightIntensity = 1.0
HoloImageIntensity = 0.5
HoloFlareIntensity = 1.0
HoloLightRadius = 8.0
HoloRotateRate = 0.2
HoloPopRate = 0.01
HoloFlickerRate = 0.01
HoloFlickerAlphaMin = 0.4
HoloFlickerAlphaMax = 0.8
HoloFadeInTime = 2.0
So thus it appears the same to both sides? IE if it's green, both teams will see it as such, and if it changes sides, the color will remain, even if neutral.

Correct?

I guess it still is impossible. but that's pretty cool.

Re: Flag as CP

Posted: Tue Feb 17, 2009 9:37 pm
by ryukaji
I like the black/gray one thats pretty cool, but for the medieval project we need something more medieval as a cp dont you think

Re: Flag as CP

Posted: Tue Feb 17, 2009 11:07 pm
by FragMe!
Here is a bit of a teaser, I will be making another tutorial type topic with some of the things I have found out about concerning CP's. But in the mean time I think you'll like this.
Hidden/Spoiler:
Image

Image

Image

Image

Re: Flag as CP

Posted: Tue Feb 17, 2009 11:17 pm
by ryukaji
Wow this is becoming very interesting.... So you can get the flag to lower and raise new flag, but it cant be cloth, but this is still a cool discovery