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Big_rich
Post
by Big_rich » Sat May 27, 2006 1:42 am
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.
Penguin
Jedi Admin
Posts: 2541 Joined: Sun Mar 05, 2006 12:00 am
Location: Australia
Post
by Penguin » Sat May 27, 2006 2:43 am
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"
Teancum
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Posts: 11080 Joined: Wed Sep 07, 2005 11:42 pm
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Post
by Teancum » Sat May 27, 2006 10:24 am
A much simpler way would be to not specify a capture region for the CP. You don't have to edit the odf.
MercuryNoodles
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Post
by MercuryNoodles » Sat May 27, 2006 10:29 am
Wow...too much work for me.
If no capture region is set, it should be operational without it being captureable.
Big_rich
Post
by Big_rich » Sat May 27, 2006 12:19 pm
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 » Mon May 29, 2006 3:49 pm
well maybe the not mentioning the capture region thing, only works when it is cleaned?just a suggestion..
EraOfDesann
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Posts: 2170 Joined: Mon May 30, 2005 5:22 pm
Location: North Texas
Contact:
Post
by EraOfDesann » Mon May 29, 2006 4:02 pm
Like Tean' said; just don't add a capture region.
darthpingu
Post
by darthpingu » Wed May 31, 2006 6:02 am
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.
Teancum
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Posts: 11080 Joined: Wed Sep 07, 2005 11:42 pm
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Post
by Teancum » Wed May 31, 2006 7:01 am
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
Teancum
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Posts: 11080 Joined: Wed Sep 07, 2005 11:42 pm
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Post
by Teancum » Wed May 31, 2006 9:06 am
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 » Wed May 31, 2006 9:57 am
Cool this is just what i needed for my map way to go teancum
Murdocr
Post
by Murdocr » Wed May 31, 2006 10:50 am
@ 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 » Wed May 31, 2006 12:10 pm
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.
Teancum
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Posts: 11080 Joined: Wed Sep 07, 2005 11:42 pm
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Post
by Teancum » Wed May 31, 2006 12:18 pm
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.