How do you make Commandposts Non Capturable?

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Big_rich

How do you make Commandposts Non Capturable?

Post by Big_rich »

I need a command post that is non capturable. It is basically controlling a vehicle spawn. It has no bleed value. No capture region in it is still capturable?

I figured out how to make it do half of what I wanted it to do. Once it is destroyed the vehicles will not spawn. But I want that to be the only option, not captureable. Here is the odf:


Code: Select all

[GameObjectClass]

ClassLabel				=	"commandpost"
GeometryName		= "bes1_bldg_gas_platform.msh"


[Properties]

DenyFlyerLand = "1"
SwitchClassRadius = 5.0

BUILDINGSECTION 		= "BODY"
Label 					= "Control Zone"
MapTexture 				= "hud_dest_icon"
MapScale 				= 3.0
HealthTexture				= "HUD_rep_forward_comm_icon"

GeometryName	=	"bes1_bldg_gas_platform"
DestroyedGeometryName 	= "rep_bldg_forwardcenter_dest"
MaxHealth 			= "30000.0"

ExplosionDestruct	= "rep_bldg_forwardcenter_exp"

\\ ---------COLLISION-----------

VehicleCollision		= "p_vehiclecylinder1"
VehicleCollision		= "p_vehiclecylinder2"

SoldierCollision		= "CollisionMesh"
OrdnanceCollision		= "CollisionMesh"

CHUNKSECTION 		= "CHUNK1"
ChunkGeometryName 	= "rep_bldg_forwardcenter_chunk1"
ChunkNodeName 		= ""
ChunkTerrainCollisions 	= "0"
ChunkTerrainEffect 	= "com_sfx_explosion_lg"
ChunkTrailEffect		= "com_sfx_chunktrail_sm"
ChunkPhysics 		= "FULL"
ChunkOmega 		= "2.0 2.0 2.0"
ChunkSpeed		= "12.0"
ChunkUpFactor		= "4.00"

[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
KillRegion = ""
SpawnPath = ""
AllyPath = ""
AllyCount = 65536
Radius = 10.0
ValueBleed = 0
Value_ATK_Alliance = 0
Value_ATK_CIS = 0
Value_ATK_Empire = 0
Value_ATK_Republic = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
HUDIndexDisplay = 1
VO_All_AllCapture = ""
VO_All_AllLost = ""
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = ""
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = ""
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = ""
VO_Imp_ImpLost = ""
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = ""
VO_Rep_RepLost = ""
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = ""
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = ""
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = ""
VO_CIS_CISLost = ""
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
Strategic_Filter1 = ""
Strategic_Filter2 = ""
Strategic_Filter3 = ""
Strategic_Filter4 = ""
Strategic_Filter5 = ""
Strategic_Filter6 = ""
SoldierBan = ""
HoverBan = "1"
SmallBan = ""
MediumBan = ""
HugeBan = ""
FoleyFXGroup    = "metal_foley"
Control region was set in ZE. Same with a spawn path.
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Post by Penguin »

make it look like this



[GameObjectClass]

ClassLabel = "commandpost"
GeometryName = "bes1_bldg_gas_platform.msh"


[Properties]

DenyFlyerLand = "1"
SwitchClassRadius = 5.0

BUILDINGSECTION = "BODY"
Label = "Control Zone"
MapTexture = "hud_dest_icon"
MapScale = 3.0
HealthTexture = "HUD_rep_forward_comm_icon"

GeometryName = "bes1_bldg_gas_platform"
DestroyedGeometryName = "rep_bldg_forwardcenter_dest"
MaxHealth = "30000.0"

ExplosionDestruct = "rep_bldg_forwardcenter_exp"

\\ ---------COLLISION-----------

VehicleCollision = "p_vehiclecylinder1"
VehicleCollision = "p_vehiclecylinder2"

SoldierCollision = "CollisionMesh"
OrdnanceCollision = "CollisionMesh"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_bldg_forwardcenter_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 2.0"
ChunkSpeed = "12.0"
ChunkUpFactor = "4.00"

[InstanceProperties]
ControlRegion = ""
FoleyFXGroup = "metal_foley"
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Post by Teancum »

A much simpler way would be to not specify a capture region for the CP. You don't have to edit the odf.
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Post by MercuryNoodles »

Wow...too much work for me. :P If no capture region is set, it should be operational without it being captureable.
Big_rich

Post by Big_rich »

you would think it would work that way. But in ZE I diddn't assign it a capture region and it still, somehow, had one.


But your method did in fact work penguin
RC-1290

Post by RC-1290 »

well maybe the not mentioning the capture region thing, only works when it is cleaned?just a suggestion..
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EraOfDesann
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Post by EraOfDesann »

Like Tean' said; just don't add a capture region.
darthpingu

Post by darthpingu »

Teancum wrote:A much simpler way would be to not specify a capture region for the CP. You don't have to edit the odf.
Have you ever tried that?
When I tried on my map the bots still tried to capture it by trying to stand on the cp(tried with untakeable_controlzone), can't remember if i tried with the common cp aswell:S.
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Post by Teancum »

Well, you can't use a _con lua, as the bots will still think it's Conquest. You can, but you have to edit the lua itself so it doesn't set up Conquest gametypes
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Post by Teancum »

Oh, I guess I should clarify on using SetProperty to kill the capture region. I'll post a Rattatak LUA that does that late this evening (10-12 hours from now).
richard

Post by richard »

Cool this is just what i needed for my map way to go teancum
Murdocr

Post by Murdocr »

@ teancum: i think if you set up the cp in the part where it 'defines the CPs' and NOT the part where it 'adds the CPs to the objective' then the bots don't go for it. i seem to recall making that 'error' and the bots not going for a certain cp, but i may be wrong
Big_rich

Post by Big_rich »

yep that is right Murdocr. If you want to spawn from it and show as a cp on map, then you have to set it up in your mission.lua as a CP. Like here:

cp1 = CommandPost:New{name = "CP1_CON"}
cp2 = CommandPost:New{name = "CP2_CON"}
--cp3 = CommandPost:New{name = "CP3_CON"}
cp4 = CommandPost:New{name = "CP4_CON"}
cp5 = CommandPost:New{name = "CP5_CON"}


but remove it from here:

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
--conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
--conquest:AddCommandPost(cp5)

then bots will ignore it. which takes the cp out of the conquest objective But you can still spawn from it. I have my building set up so I can spawn bombers from it, but once destroyed it will no longer spawn bombers/ ppl.
Last edited by Big_rich on Wed May 31, 2006 12:23 pm, edited 1 time in total.
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Teancum
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Post by Teancum »

Yes, but what if you want to do it outside Conquest mode? For instance, I used the Conquest layer on Rattatak for everything, then just controlled the CP's (and removed one) via lua. In that instance you'd be loading Objective:TDM and not Objective:Conquest.
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