A mod I’m making currently has 3 capture points. I thought I set them up correctly but after the second one (highlighted in red and with its properties shown in the first screenshot), the third cap zone is not activated.
I add “sector_3” to the capzone__activateAfterCap field and save but everytime I restart that field is blank.
Third capture point highlighted:
I’m not sure what else I have to activate/enable but when testing the game will continue after the second point is captured, but the greyzone will stay the same, and will not show the 3rd capture point on the map, neither team is able to respawn either. Any help is appreciated.
not sure what it would seem to be the problem.
as there could be many.
but can you open your scene.blk, copy and paste your sectors?
maybe it would be easier to see the problem from there.
as an example, here is mine.
they will look like:
entity{
_template:t="defend_zone_chained_box+defend_zone_respawnbase"
transform:m=[[8.0441, 0, 4.53369] [0, 9.23373, -0] [-4.53369, 0, 8.0441] [1413.53, 7.98587, 1769.21]]
capzone__activateAfterCap:t="sector_2"
capzone__alwaysShow:b=yes
capzone__autoCap:b=no
capzone__autoDecap:b=no
capzone__capReward:r=200
capzone__caption:t="House"
capzone__createRespawnBaseForTeam:i=2
capzone__createdRespawnBaseGroup:i=1
capzone__decapTime:r=60
capzone__icon:t="ui/skin#rm_take_point_arrow.svg"
capzone__onlyTeamCanCapture:i=1
capzone_timer__isSet:b=yes
groupName:t="sector_1a"
ui_order:i=0
capzone__smokeTemplateEnemy:t=""
capzone__smokeTemplateFriendly:t=""
capzone__smokeTemplateNeutral:t=""
capzone__mustBeCapturedByTeam:i=1
"capzone__activateChoice:object"{
sector_2:r=1
}
}
( looking for zone_chained should find it )
( and make sure to use this function )

as why it doesn’t work, could be because of few reasons:
-
Real function was not selected
-
name do not matches ( capital or lowers letters DO matter )
-
sector 3 lacks session_finalizer ( as " next cap ", even though there isn’t one )
-
other…
Interesting, I definitely see some differences between my blk and yours.
And Im sorry I don’t think I Have that function, might be because I’m newer to the forums and dont have the permission? Or I’m just missing it.

Here’s my blk for sector 1, 2, and 3.

.

.

Would it be easier if I just copy and paste the text instead of screenshots? Thank you for the help
yes well, it depends how it gets used and for what 
all good.
first time i find this out…
anyway,
both will do.
as it goes for your own case,
you used a text function opposed as a real function for sector_2.
instead of sector_3:t="1.0"
it should be sector_3:r=1
( in the capzone_activateChoice
sub-group at the bottom of sector_2. you can simply replace manually the t with a r and remove the “.0” )
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Changing it to Real worked! Simple mistake is very frustrating. Thank you very much for scoping that out!
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not a problem.
always glad to help out fellow modders whenever i can 
true…
but we’re human after all.
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Somewhat related, I’ll eventually add more points but currently when team 1 (attackers) capture all 3 points and win, it does not end with a victory/defeat screen. Instead it goes to a conquest type mode where it shows tickets for both teams for about a minute or 2 until it kills everyone for being in the grey zone.
If the defenders win and drain the attackers tickets then it ends correctly with a team 2 victory screen.
What parameters should I change to make the correct ending for a attackers win?
The mod by the way is Pacific Amphibious Landing V2.9 in the sandbox.
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Team__score for defending team, it should be set so that the cap__penalty will make it lower than 0 when every point is captured.
Make sure spawning cost and death penalty for defending team is set to 0
It worked, thank you! The debrief message is a default one “debrief / allied win” or something. Can this be changed?
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Yeah. In team_… entities you will need to edit:
- team__winTitle & team__winSubtitle
- team__loseSubtitle.
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