How do I make an Invasion mission with 2 lines of attack?

So I want to make an Invasion mission and I want to have 2 lines of attack/defend.
An example:
Captură ecran (71)
My questions are:
When I take point A, point B locks (both are active at the start of the game), how do I make point B to remain active after taking A?
How can I activate A1 when I take the A point without activating B1?
How do I make C point to need both A2 and B2 to unlock?

I read all the tutorials the from the enlisted sandbox website but I can’t find a way to fix these problems.

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Maybe points should have:
capzone__checkAllZonesInGroup is true.
groupName maybe should be same.

If it doesn’t help you…
Then you can try this:

Create 2 invisible points (capzone__alwaysShow is false) in attack team spawn points.
(They should be placed in same position).

Then set low capzone__captime (0.01) and set one sector group that activates by GroupActivator entity.
But these points should have different capzone__activateAfterCap.
And one point activate sector for A point. Another one point activate sector for B point.
But yeah… Maybe it will not works. TBH i didn’t test it yet.

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I tried and it doesn’t work. But maybe I can change it. Do you know how make an assault mission? Like how do I make a point open only when 2 previous points are captured? (the points are invasion ones).
When I try to do this, I only need 1 points to unlock the other, do I need to make this with different strategic points?

Well… Maybe you need set also another properties?
Like owningTeam or some others…

I have these settings in first point:
Here a bit edited version without some properties (just remove point name, captime and respawnBase).

  groupName = Sector_1
  capzone__alwaysShow = true
  capzone__capTeam = 2
  capzone__owningTeam = 2
  capzone__onlyTeamCanCapture = -1
  capzone__mustBeCapturedByTeam = 1
  capzone__progress = 1
  capzone__checkAllZonesInGroup = true
  capzone__activateAfterCap = Sector_2
  ui_order = 0

And in second point:
Here a bit edited version without some properties (just remove point name, captime and respawnBase).

  groupName = Sector_1
  capzone__alwaysShow = true
  capzone__capTeam = 2
  capzone__owningTeam = 2
  capzone__onlyTeamCanCapture = -1
  capzone__mustBeCapturedByTeam = 1
  capzone__progress = 1
  capzone__checkAllZonesInGroup = true
  capzone__activateAfterCap = Sector_2
  ui_order = 0

Here also third point. But it’s not important, because it have almost same stats.
Different just in capTime, respawnBase info, reward amount and point name, title and icon.
Code from map that contains 2 sectors with 3 points. Assault gamemode.
Day D - Squads ||| Day D - Lone Fighters

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first, not sure if you have just started, or fairly new.

i’d reccomend to you watch those documents:

https://enlisted-sandbox.gaijin.net/pages/mod_howto/

anyway,
in order to have two capture points active per sector, must be a defend_zone_chained.

and make parameters correct ( in both objectives. for saving time, i suggest you to set one correctly, and copy and past it by just changing the name and others info related to. but the logic it’s pretty much the same ):

image
this one has to be checked if there are more than one objective active per sector. ( which in your case, A and B are in the same sector. therefore must be enabled in order to complete the sector and proceed with the mission )

then,
image
in my occasion, team 1, the allies, MUST capture this objective in order to proceed with the sector.
the game will recognize that in order to switch sector, both

next,
image
this setting, will allow one team to have the point under their controll.
usually, it’s given to the defenders. which in this case, the number two stands for the axis.

this one, it’s not necessary i think, although it depends what you are doing, and what you want your mission to be. by norm, it’s usually given to the defenders. unless you want that the defenders must also attack and hold the position untill they either kill the opponents and defend, or lose the points and fall back.

the capzone_presenceAdvantageToDominate it’s a small boost for the attackers that helps them to conquest the points a bit faster as attacking can be challenging by norm as defenders usually have closer spawns than attackers. in other occasions, it’s given to defenders if the capture points are fairly giant and needs more ground to cover. but i’d say again, depend what you want for your mission. hence might be non vital for your mission and you think they can do just fine without this small boost.

and all the others parameters are like others normal points.

( so, remember to set the names of the sectors, capture time, cap rewards, respawnbase for defenders etc )

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Thank you, it worked.

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glad to help :slight_smile:

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