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Captured CP becomes enemy's CP? [Solved]

Posted: Sun Nov 20, 2011 7:12 am
by Webster27
I have a new question. Always when i play my map, after we captured one CP (it´s only one with an error) it (it was neutral) it becomes an enimies CP, so we (my team) captured it for the enimies!! :faint:

Re: Captured CP becomes enemy's CP?

Posted: Sun Nov 20, 2011 8:19 pm
by [RDH]Zerted
What happens when they capture it?

Re: Captured CP becomes enemy's CP?

Posted: Mon Nov 21, 2011 9:44 am
by Webster27
nothing, because it is like their CP.

Re: Captured CP becomes enemy's CP?

Posted: Mon Nov 21, 2011 9:51 am
by DarthD.U.C.K.
when you capture the cp, it must have been neutral before. zerted wants to know what happens when the cp is neutral and then captured by the enemy team...

Re: Captured CP becomes enemy's CP?

Posted: Mon Nov 21, 2011 9:53 am
by Webster27
yes it´s neutral at the beginning.

Re: Captured CP becomes enemy's CP?

Posted: Mon Nov 21, 2011 9:55 am
by DarthD.U.C.K.
...yes, but what happens when the enemys capture the neutral cp?

Re: Captured CP becomes enemy's CP?

Posted: Mon Nov 21, 2011 9:59 am
by Webster27
it´s already captured by my team (rep) and when the cis come nothing happens and I dont know how it would be if the cis would capture it. and it would be hard not to capture it for the rep, because it´s just infront of the town and I tried to capture it as cis, but a) I get killed or b) they already captured it... so don´t know what to do :faint:

Re: Captured CP becomes enemy's CP?

Posted: Mon Nov 21, 2011 10:10 am
by DarthD.U.C.K.
start the map, when its loaded press esc, got to fakeconsole and activate "deny ai spawn team 1"(if rep is team 1) and "kill all ai on team 1". then there wont be any republic units on the map.

Re: Captured CP becomes enemy's CP?

Posted: Mon Nov 21, 2011 10:13 am
by Webster27
...and then i´ll play as cis andtell what happened :) ok thx D.U.C.K. :thumbs:

100 Posts :runaway:

Edit: Nothing happens when i try to capture it (the cis) . There is no sign of it that I captured it.. :cpu:

Re: Captured CP becomes enemy's CP?

Posted: Mon Nov 21, 2011 7:30 pm
by [RDH]Zerted
Post your mission's lua script. Did you edit any other lua scripts? If so, post those too.

Re: Captured CP becomes enemy's CP?

Posted: Mon Nov 21, 2011 9:44 pm
by Tears2Roses
Also check ZE (zeroeditor) and make sure the command post IS neutral.

On a side note, webster. Can you please download XFIRE (click) and add me, soap82020. x-fire is a program very usefull for having conversations. I will be happy to help you solve your problems. :)

Re: Captured CP becomes enemy's CP?

Posted: Tue Nov 22, 2011 7:58 am
by Webster27
Ok here :
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 2;
CIS = 1;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

SetUberMode(1);

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_obiwan",
"rep_hover_barcspeeder")

ReadDataFile("dc:SIDE\\RSF.lvl",
"RSF_Rifleman",
"RSF_Sniper_Scout",
"RSF_Rocketeer",
"RSF_Engineer",
"RSF_Jettrooper",
"RSF_Commander",
"RSF_Support_Trooper",
"RSF_Arc_Trooper",
"RSF_Recon_Trooper",
"rep_inf_commander_fox")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_inf_Jetdroid",
"cis_hero_grievous",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 60,
reinforcements = 300,
soldier = { "RSF_Rifleman",10, 30},
assault = { "RSF_Rocketeer",3, 10},
engineer = { "RSF_Engineer",5, 10},
sniper = { "RSF_Sniper_Scout",3, 10},
officer = { "RSF_Commander",2, 10},
special = { "RSF_Jettrooper",4, 10},
support = { "RSF_Support_Trooper",5, 10},
heavy = { "RSF_Arc_Trooper",5, 10},

},
cis = {
team = CIS,
units = 75,
reinforcements = 300,
soldier = { "cis_inf_rifleman",15, 40},
assault = { "cis_inf_rocketeer",3, 10},
engineer = { "cis_inf_engineer",3, 10},
sniper = { "cis_inf_sniper",3, 10},
officer = {"cis_inf_officer",3, 7},
special = { "cis_inf_droideka",2, 6},
support = { "cis_inf_Jetdroid",2, 5},
}
}

AddUnitClass(REP, "rep_inf_commander_fox",1, 1)
AddUnitClass(REP, "RSF_Recon_Trooper",6, 10)

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_obiwan")
And About Xfire, I don´t really want it, and I know a lot of people will say "But you should have it, we could chat about the problem you have", thx, but no thx :)
Hidden/Spoiler:
But i apprechiate that everyone is willing enough to help me :bowdown:
Edit: I think I solved it, the capture region of one Cp was also called Cp7_Capture, so i changed it now thx :mrgreen: