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How do you make Commandposts Non Capturable?

Posted: Sat May 27, 2006 1:42 am
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.

Posted: Sat May 27, 2006 2:43 am
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"

Posted: Sat May 27, 2006 10:24 am
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.

Posted: Sat May 27, 2006 10:29 am
by MercuryNoodles
Wow...too much work for me. :P If no capture region is set, it should be operational without it being captureable.

Posted: Sat May 27, 2006 12:19 pm
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

Posted: Mon May 29, 2006 3:49 pm
by RC-1290
well maybe the not mentioning the capture region thing, only works when it is cleaned?just a suggestion..

Posted: Mon May 29, 2006 4:02 pm
by EraOfDesann
Like Tean' said; just don't add a capture region.

Posted: Wed May 31, 2006 6:02 am
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.

Posted: Wed May 31, 2006 7:01 am
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

Posted: Wed May 31, 2006 9:06 am
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).

Posted: Wed May 31, 2006 9:57 am
by richard
Cool this is just what i needed for my map way to go teancum

Posted: Wed May 31, 2006 10:50 am
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

Posted: Wed May 31, 2006 12:10 pm
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.

Posted: Wed May 31, 2006 12:18 pm
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.