Re: hoth_canyon

That is how many tickets your team will lose if you do not own a number of flags with a team value of 100 or more. You can change the ticket loss so it bleeds higher or lower than that. But the flag value is also required, otherwise a team would bleed tickets even if it owns all the flags on a map.

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Re: hoth_canyon

Is it the file named sky or is it another one?

How do you set the number of capture points a flag has? Do you change it in the editor or is it one of the files after you export it from the editor?

If we are talking about the same statics, then gwynzer already gave them to me. He suggested that I wait until the map was closer to being done before telling everyone. They don't work online yet and I don't know how to get them to. How do you get new statics to work online?

Re: hoth_canyon

Yes, it is the sky.con, look for the line that says:

Skydome.skyTexture common\textures\sky\refinery_sunset

The last part is the sky layer, you can swap it for any others found in the common/textures/sky file, or just look at a different map.

You can change a flags values by opening the gamemodes file for each map size. Scroll down to the CP areas, which may look a bit like this:

rem [ControlPointTemplate: CP_32_Depot_pushmap_1__2]
ObjectTemplate.create ControlPoint CP_32_Depot_pushmap_1__2
ObjectTemplate.activeSafe ControlPoint CP_32_Depot_pushmap_1__2
ObjectTemplate.modifiedByUser "Mike"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate cp_holobase
rem -------------------------------------
ObjectTemplate.setControlPointName CP_32_Depot_pushmap_1__2
ObjectTemplate.team 2
ObjectTemplate.controlPointId 207
ObjectTemplate.timeToGetControl 30
ObjectTemplate.timeToLoseControl 30



You need to add some other information, first to get 3d icons add in:

rem ---BeginComp:Nametag ---
ObjectTemplate.createComponent Nametag
ObjectTemplate.Nametag.3dMapIconOffset 0/3/0
ObjectTemplate.Nametag.showItem 1
ObjectTemplate.Nametag.showDistance 1
ObjectTemplate.Nametag.show3dIcon 1
ObjectTemplate.Nametag.selectable 1
rem ---EndComp ---




So it now looks like:

rem [ControlPointTemplate: CP_32_Depot_pushmap_1__2]
ObjectTemplate.create ControlPoint CP_32_Depot_pushmap_1__2
ObjectTemplate.activeSafe ControlPoint CP_32_Depot_pushmap_1__2
ObjectTemplate.modifiedByUser "Mike"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate cp_holobase
rem -------------------------------------
rem ---BeginComp:Nametag ---
ObjectTemplate.createComponent Nametag
ObjectTemplate.Nametag.3dMapIconOffset 0/3/0
ObjectTemplate.Nametag.showItem 1
ObjectTemplate.Nametag.showDistance 1
ObjectTemplate.Nametag.show3dIcon 1
ObjectTemplate.Nametag.selectable 1
rem ---EndComp ---
ObjectTemplate.setControlPointName CP_32_Depot_pushmap_1__2
ObjectTemplate.team 2
ObjectTemplate.controlPointId 207
ObjectTemplate.timeToGetControl 30
ObjectTemplate.timeToLoseControl 30



Next we add in the flag values:

ObjectTemplate.areaValueTeam1 25
ObjectTemplate.areaValueTeam2 25

This is added near the time to capture point in the last part of the CP information:

ObjectTemplate.setControlPointName CP_32_Depot_pushmap_1__2
ObjectTemplate.team 2
ObjectTemplate.controlPointId 207
ObjectTemplate.areaValueTeam1 25
ObjectTemplate.areaValueTeam2 25
ObjectTemplate.timeToGetControl 30
ObjectTemplate.timeToLoseControl 30
ObjectTemplate.unableToChangeTeam 1
ObjectTemplate.hoistMinMax 0.2/0.9



Remember, if a team has 100 capture value points, they should make the other team bleed. The more point over 100 you have, the faster the other team should bleed, but you can also control it via the maps init.con

How do you know they don't work online?? I have never checked them, but both client and server need to have the files added in the right areas. If in your bf2 editor program you have them in one folder and on the server files it has a different address that will cause issues. Or it could be a material or texture path editor. I could add them temporarily to the mod, put them in a map and check them online to see if they work. I really have no idea if we could add them to the mod as I don't know how to contact Bandu and make sure he is happy for us to use them. You may also want to ask Talon about it.

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Re: hoth_canyon

I changed the sky and the bleed appears to be working correctly.

Is this the correct way to set up the push settings? http://forums.fsmod.com/viewtopic.php?id=6591
If so do you do it in the editor or after?

I might have mis-remembered about the walls, but I don't know how to set them up as custom objects so that they work online?

Re: hoth_canyon

You can rename the CP's afterwards, and yes it is something like that to link them if you wish to make a push map. If its just a standard conquest like Mos Entha then there is no need.

The objects will only appear if you have them in the staticobjects.con. You can try creating a staticobjects.con in the level folder and use the init to run it, not sure if that will work or not though. Speak to Benu, he had some custom stuff in his community map didnt he?

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Re: hoth_canyon

Where do you re-name them? In the gameplayobjects file? I tried it there and when I loaded the map no CP's showed up.

They appear to be in the staticobjects.con. It might be a problem of having the game find them when their not in the main objects folder. I would talk to benu but the only place I know he is, is xfire and he hasn't been on that for months.

Re: hoth_canyon

make sure you rename all instances of the CP.

You need to either add the parts to the staticobjects.con as per Bandus readme, or find a way to add them as custom statics just for your map. As I understand it, there is a way to do it, but since I can add things via the mod I have no need of using that method so have no experience of using it.

Bite my shiny metal Tie Fighter!
http://img.photobucket.com/albums/v600/TALON_TAW/TwigsSIG.jpg
http://stats.fsmod.com/sig/pilot.JE_Twigs.png