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.
Bite my shiny metal Tie Fighter!

