3rd team capturing their own CP?!

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SkinnyODST
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3rd team capturing their own CP?!

Post by SkinnyODST »

I have added a 3rd team into my map which are republic felucia troopers. It all works well apart from the fact that they can actually capture their own CP. Alright, let me explain better. They are team 3. The CP belongs to team 3 as well, but I`m thinking it might be because they are "REP"_felucia_troopers that they can capture their own CP for team 1 (Republic), stopping them from being able to spawn from it. I don`t want to make the CP a non-captureable one so how would I fix this?
Ascertes
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Re: 3rd team capturing their own CP?!

Post by Ascertes »

SkinnyODST wrote:I have added a 3rd team into my map which are republic felucia troopers. It all works well apart from the fact that they can actually capture their own CP. Alright, let me explain better. They are team 3. The CP belongs to team 3 as well, but I`m thinking it might be because they are "REP"_felucia_troopers that they can capture their own CP for team 1 (Republic), stopping them from being able to spawn from it. I don`t want to make the CP a non-captureable one so how would I fix this?
This can be done by adding a line to the unit's ODF file.

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CapturePosts			= 0
I know this line works for Battlefront 1, so I see no reason why it wouldn't work here. You might encounter a problem however where these AI will still try to "capture" the CP. In that case, go to your ABC_con/ctf LUA and add this line:

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AddAIGoal(3, "Deathmatch", 100)
If they have:

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AddAIGoal(3, "Conquest", 100
Remove it. Now your team 3 will just run around and try to kill as many baddies as possible.
SkinnyODST
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Re: 3rd team capturing their own CP?!

Post by SkinnyODST »

It all works apart from the command post capture. They still TRY and capture CP`s. I added "AddAIGoal(3, "Deathmatch", 100)" under "function ScriptPostLoad()" as well as under the setupteams area but they still try and capture CP`s.
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