Customize CP capture times for different units?

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ARCTroopaNate
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Customize CP capture times for different units?

Post by ARCTroopaNate »

I know it is possible to change how long it takes for a command post to be captured but I was wondering if different units could have different capture times? Like making the clone trooper capture cps 30% faster than the heavy trooper? Thanks in advance. -Nate
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Re: Simple Question

Post by THEWULFMAN »

Short answer: No.

Long answer: Noooooooooooooooooooooooooooooooooooooooooooooo.




There may be a couple workarounds, but it would never work quite the same as you would want.
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Re: Simple Question

Post by ARCTroopaNate »

K thanks. I guess it's back to the drawing board.

EDIT: Is it possible to make units able to automatically regen health for all vehicles, not just space ships?
kinetosimpetus
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Re: Customize CP capture times for different units?

Post by kinetosimpetus »

Question 1
Hidden/Spoiler:
this ma or may not work, would take lua coding


onenterregion on the capture region, if it's a trooper on the enemy team, and if capture rate can be changed "live", change the capture rate and increment a soldier counter.
onexitregion on the capture region, if it's a trooper on the enemy team, decrement the counter. if the counter is now 0, update the capture rate property to the original.

if the cp is captured, set the counter to 0 and kill and respawn (or deactivate and activate) the capture region to clear the counters.

what would happen with that is the presence of a trooper would make it capture faster, but not proportionally with the number of troopers and heavies that may be there, as long as SetProperty([object],[propertyname],[propertyvalue]) works on CP's and doesn't need to respawn them to make the effect take. with a little more math you could figure out an average capture speed factor based on all the units and how fast you want them to capture.
Question 2:
Hidden/Spoiler:
It should be, but I've tried it and not gotten it to work, so I'm also interested in getting it to work. I think all you need to do is make the UnitType of unit you want to repair the vehicles to be "pilot" and then put the pilot repair code from a starfighter into every ground vehicle.
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Re: Customize CP capture times for different units?

Post by keenmike »

ARCTroopaNate wrote:I know it is possible to change how long it takes for a command post to be captured but I was wondering if different units could have different capture times? Like making the clone trooper capture cps 30% faster than the heavy trooper? Thanks in advance. -Nate
What tells a unit to lay mines in certain spots? Could you just create many spots for the units to lay mines?
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Re: Customize CP capture times for different units?

Post by THEWULFMAN »

keenmike wrote:
ARCTroopaNate wrote:I know it is possible to change how long it takes for a command post to be captured but I was wondering if different units could have different capture times? Like making the clone trooper capture cps 30% faster than the heavy trooper? Thanks in advance. -Nate
What tells a unit to lay mines in certain spots? Could you just create many spots for the units to lay mines?

Um, relevance?


And Hint Nodes (used for many things) tell units to lay mines.
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keenmike
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Re: Customize CP capture times for different units?

Post by keenmike »

My thinking is if you add hint nodes for heavy trooper to lay mines then the clone trooper would seak cps faster would they not?
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Re: Customize CP capture times for different units?

Post by THEWULFMAN »

keenmike wrote:My thinking is if you add hint nodes for heavy trooper to lay mines then the clone trooper would seak cps faster would they not?

They would not.
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keenmike
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Re: Customize CP capture times for different units?

Post by keenmike »

I have played 32 bots vs 32 bots and you see mines in certain places set by ais. That is where I get my thinking from.
I understand I don't know everything. Ok if they will not.
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Re: Customize CP capture times for different units?

Post by THEWULFMAN »

keenmike wrote:I have played 32 bots vs 32 bots and you see mines in certain places set by ais. That is where I get my thinking from.
I understand I don't know everything. Ok if they will not.

It's ok, there is no way you could have known if you don't mod much(or at all). :)
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Re: Customize CP capture times for different units?

Post by Dakota »

AddHealth = #.#

thats the code for auto regan for units, i don't know if it works on vehecals though.

(just add it into the odf of the unit [perferably under MaxHealth])
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