Can I add capzone_capReward to Conquest capzones?

I want to make a gun-game where dying costs reinforcements but they can be replenished by capping conquest points. Is it possible to add a cap reward for Conquest points or not?

2 Likes

Seems not… But I have some ideas how you can to do it, but need to test it.

In short… Probably you will need to put hidden capture points, some group activators. All these objectsh maybe should have different groups (groupNames). Activate diffrent groupNames depends what team captures point. And try to make it to loop.

Yes, set the value to be > 0

And you can simply patch the capzone via entities.blk. It works in multiplayer games.

Or use zone_bidirectional_two_chains, which should work what you want.

1 Like

Is it works even for domination capture points?

1 Like

yes, there is no clear boundary between different types of capzones. The data of occupying the score will be transmitted by the server, and the player can see the correct result.

Here is a working example

big_action_cap_bidirection_tag{
  "capzoneTwoChains:tag"{
  }
}

big_action_cap_penalty{
  capzone__capPenalty:r=0.0
}

big_action_defend_zone_team_chained_sphere{
  _extends:t="zone_bidirectional_chained_base"
  // _extends:t="defend_zone_team_chained_sphere"
  _extends:t="defend_zone_chained_sphere"
  _extends:t="separate_cap_decap_time"
  _extends:t="lockable_capzone"
  _extends:t="capzone_respawn_activator"
  capzone__icon:t="!ui/skin#battles.svg"
  decal__height:r=10
  capzone__canCaptureOnVehicle:b=yes
  capzone_timer__timeLeft:r=-1
  capzone__autoCap:b=no
  capzone__autoDecap:b=no
  capzone__smokeTemplateFriendly:t="big_action_capzone_signal_friendly_smoke_effect"
  capzone__smokeTemplateNeutral:t="big_action_capzone_signal_neutral_smoke_effect"
  capzone__smokeTemplateEnemy:t="big_action_capzone_signal_enemy_smoke_effect"
  capzone__alwaysShow:b=no
  capzone__narrator_zoneCaptured:t=""
  capzone__narrator_zoneCapturedMessage:t=""
  capzone__narrator_zoneCapturedEnemy:t=""
  capzone__narrator_zoneCapturedEnemyMessage:t=""
  capzone__narrator_zoneCapturedEnable:b=no
  capzone__activateAfterTeam1Cap:t="_another_zone_group_name_"
  capzone__activateAfterTeam2Cap:t="_another_zone_group_name_"
  // capzone__activateGroupNameAfterTeam1Cap:t="_team1_group_name"
  // capzone__activateGroupNameAfterTeam2Cap:t="_team2_group_name"

  "capzone__lastZoneForTeam:i"{
    _tags:t="server"
    value:i=0
  }

  // "capzone__activateChoiceTeam1:object"{
  // }

  // "capzone__activateChoiceTeam2:object"{
  // }
}

big_action_defend_zone_team_chained_sphere_penalty{
  _extends:t="big_action_defend_zone_team_chained_sphere"
  _extends:t="big_action_cap_penalty"
}

big_action_cap_initial_team1{
  capzone__progress:r=0.5
  capzone__owningTeam:i=1
  capzone__curTeamDominating:i=1
  capzone__capTeam:i=1
  capzone__curTeamCapturingZone:i=1
}

big_action_respawnBase_noop_team1{
  _extends:t="respawnBase"
  _extends:t="respawnChooser"
  respawnbaseType:t="nil"
  team:i=1

  "respbase:tag"{
    _tags:t="server"
  }
}

big_action_respawnBase_noop_team2{
  _extends:t="respawnBase"
  _extends:t="respawnChooser"
  respawnbaseType:t="nil"
  team:i=2

  "respbase:tag"{
    _tags:t="server"
  }
}

// Compatible with cases where new templates cannot currently be used in multiplayer
defend_zone_team_chained_sphere{
  _override:b=yes
  _extends:t="big_action_defend_zone_team_chained_sphere_penalty"
  _extends:t="big_action_respawnBase_noop_team2"
  _extends:t="big_action_base_map_icon_effect"
  building_menu__image:t="victories_battles"
  builder_info__team:i=-1
  capzone__icon:t="!ui/skin#battles.svg"
  minimap__visibleRadius:r=600.0
  decal__height:r=10
  capzone__canCaptureOnVehicle:b=yes
  capzone_timer__timeLeft:r=-1
  capzone__autoCap:b=no
  capzone__autoDecap:b=no
  // capzone__smokeTemplateFriendly:t="big_action_capzone_signal_friendly_smoke_effect"
  // capzone__smokeTemplateNeutral:t="big_action_capzone_signal_neutral_smoke_effect"
  // capzone__smokeTemplateEnemy:t="big_action_capzone_signal_enemy_smoke_effect"
  capzone__alwaysShow:b=no
  capzone__narrator_zoneCaptured:t=""
  capzone__narrator_zoneCapturedMessage:t=""
  capzone__narrator_zoneCapturedEnemy:t=""
  capzone__narrator_zoneCapturedEnemyMessage:t=""
  capzone__narrator_zoneCapturedEnable:b=no
  capzone__activateAfterTeam1Cap:t="_another_zone_group_name_"
  capzone__activateAfterTeam2Cap:t="_another_zone_group_name_"
  // capzone__activateGroupNameAfterTeam1Cap:t="_team1_group_name"
  // capzone__activateGroupNameAfterTeam2Cap:t="_team2_group_name"
  capzone__capRewardTeam2:r=0
  capzone__capRewardTeam1:r=0

  "capzone__lastZoneForTeam:i"{
    _tags:t="server"
    value:i=0
  }

  // "capzone__activateChoiceTeam1:object"{
  // }

  // "capzone__activateChoiceTeam2:object"{
  // }
}

2 Likes

I mean that domination works kinda a bit different so capzone__capReward may not work.

Nvm. Just tested. And it works fine.


Both teams set to 500 score and 1000 scoreCap.

Well… I just added this code to entities.blk file:

domination_sphere_capzone{
  _override:b=yes
  capzone__capReward:r=100.0
}
1 Like

Try using this.

You can change the background image to make them look the same.

It may be related to other attributes as well, such as checkAllzonesInGroup

entity{
_template:t=“domination_box_capzone”
transform:m=[[6.09589, 0, 0.7675] [0, 2.61771, -0] [-0.881449, 0, 7.00094] [-626.818, 17.1217, 490.981]]
capzone__title:t=“Armored Vehicle”
capzone__caption:t=“Armored Vehicle”
capzone__capTime:r=2
capzone__decapTime:r=2
}
so where would I paste here?

create a new txt file.

rename it entities.blk

and then past the code inside.

( inside your mod_namefoldier, next to your scene.blk )

2 Likes

Good. You found scene file.

  1. You need to clone this file and paste in same folder.
  2. Open cloned file and clean code. It should be empty.
  3. And then add this:
domination_box_capzone{
  _override:b=yes
  capzone__capReward:r=0.0
}

In this cloned file.
4. Rename clone to entities.
5. Open editor and config capzone__capReward that you wants to see.

1 Like

And that will apply to all entities domination_box_capzone that I already placed?

Yep. These changes affect to box version of domination capzone. And all these capzones in your map will got this property. And you will able set numbers that you wants.

The numbers work but teams with 0 reinforcements do not lose, I think it’s due to Gun Game logic. Any advice?

Do you have entity session_finalizer in map (use tool find entity)?
It should have more then -1 or 0 in session_finalizer__timer.