What would happen if you put two CPs on top of each other one of them set for team 2 and the other set for team 1. Then don't make a path or capture region for one of them. Would the two CPs on top of each other mix blue and red or just screw everything up?
This is probably a stupid idea.
Is it possible to change the color of the CPs light
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kinetosimpetus
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Re: Is it possible to change the color of the CPs light
how about one cp with no effect at all, and 2 null objects that die and spawn from lua, with attached effects?
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Re: Is it possible to change the color of the CPs light
That is more possible, although no other object supports the "hologram" effect that CPs do. You would have to do a workaround, but at this point you aren't even really talking about the same thing the OP is talking about, you're just talking about scripted events using effects.kinetosimpetus wrote:how about one cp with no effect at all, and 2 null objects that die and spawn from lua, with attached effects?
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Re: Is it possible to change the color of the CPs light
The SBDroid hologram from Mustafar Campaign?Maveritchell wrote:That is more possible, although no other object supports the "hologram" effect that CPs do.kinetosimpetus wrote:how about one cp with no effect at all, and 2 null objects that die and spawn from lua, with attached effects?
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Re: Is it possible to change the color of the CPs light
Just to wade in on this, as Teancum and others know I have done/played quite a bit with this with various degrees of successes and failures.
To set the record straight this is what you can do with the CPs.
Make the CP geometry anything you want.
Make the holgram pretty much anything you want, see the FAQ for the custom Ingame.lvl topic.
This means custom logos, I have made it so it looks like a flag lowers and raises as a CP is taken over. Even had a TIE fighter and a XWing as the holos.
You can change the color of the CPs but it is static, meaning it will always be that color it WILL NOT change when the CP is taken over.
The closest I have come to changing the actual color of the CP, if I remember correctly, is to have one with two different holos and two colors, but still only the original colored one changes when the CP is taken over. (don't ask me how I go that, it was a while ago and I purged my brain since then)
As for the changing respawing and whatnot of the CP never tried any of that but I think that may end up being more frustrating than changing the color of the CP if you get my drift.
To set the record straight this is what you can do with the CPs.
Make the CP geometry anything you want.
Make the holgram pretty much anything you want, see the FAQ for the custom Ingame.lvl topic.
This means custom logos, I have made it so it looks like a flag lowers and raises as a CP is taken over. Even had a TIE fighter and a XWing as the holos.
You can change the color of the CPs but it is static, meaning it will always be that color it WILL NOT change when the CP is taken over.
The closest I have come to changing the actual color of the CP, if I remember correctly, is to have one with two different holos and two colors, but still only the original colored one changes when the CP is taken over. (don't ask me how I go that, it was a while ago and I purged my brain since then)
As for the changing respawing and whatnot of the CP never tried any of that but I think that may end up being more frustrating than changing the color of the CP if you get my drift.
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Re: Is it possible to change the color of the CPs light
Killing and respawning shouldn't be too much trouble LUA-wise, so long as it's possible. The Mustafar droid holo is a static effect (unlike the CP holos, which are governed by special odf lines and flicker/change size and color and, indeed, have their own odfs). You could probably make an effect that flickers and whatnot, but I'll throw out there that it wouldn't work the same way as a CP holo.
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Re: Is it possible to change the color of the CPs light
That was never the issue, you can make a sound that announces every command post capture by location and team name if you really want to - that's just making lua events (as I know you know). I know that at the least my answers were what they were because the OP asked specifically about command post objects (and the Conversion Pack, which worked with stock and/or unmodifiable maps, didn't have the option of using a custom object).Fiodis wrote:Killing and respawning shouldn't be too much trouble LUA-wise, so long as it's possible.
