Mission types of objectives? what they do

alright, it has been more than quite a while since the editor got introduced, but i won’t lie, i have been mostly tweaking my battle barbies and playing project 3d in enlisted with my maps.

which, when it comes to objectives, i kinda zone out.

for example, i don’t exactly know the differences between each other nor when to use one in a specific and " right " context or whatever.

also, what is the difference between a chained one? a duo-chained?

and essentially any other objectives?

has anyone made a guide about it? ( even if it’s russian, i ““can”” translate it. through the power of technology )

because i managed to make my points somewhat works, but the UI always gets effed up and mislead the flow of the battle.
( i know, it’s like i’m talking to the air since i have no mods currently in my portal. and the only mod is kinda broken by updates. but kinda not my fault since i can’t upload them as the portal says 10 mbs, but it doesn’t actually load mission of 10 mbs ).

( P.s. yes, i could test them one by one, but i have no idea what they are supposed to do. and, i kinda do not have so much time for it )

cheers.

Forgot another question,

is it possible to add rendinst as bomb objects?

cuz i’m having issues that if i add a bomb as a template, it wont allow to place a bomb.

and if i add the rendinst as a template of the bomb it self ( for example, replacing the safe or cannon rendinst )

they either disappear, or won’t work either in letting me place the bomb as a soldier player / let the ai place it.

any work around?

If I remember correctly…
There only official guide, but it contains info about only two or a bit more capture points.

Well… I don’t know… I see that they don’t really have limitations. Anyways…

  • base is just a base capture point. It contains all settings and used by others capzones.

    • objective - can’t be decaped it probably don’t have this property.
      Also by default have infinite capTime.

    • capzone - can be decaped.

  • defend and domination just contains some properties presets (captime, decaptime and e.t.c.).

    • chained in name if not bidirectional - allows create assault gamemode and also allows activate next capture point? It contains capzone__activateAfterCap property and capzone__checkAllZonesInGroup.

    • team in name - allows do different results depends on what team (can be 1 or 2) captured point.

  • bidirectional - looks like capzone with team in name. I not sure.

I don’t know, but seems chained or two chained used for activate X point if X team capture point.
One chain is for groups.

Well… Return a bit back.

  • lockable_capzone as postfix allows lock point for some time.

If talking on enlisted gamemodes… Then maybe…

Assault: defend_zone_chained_TYPE.
Invasion: defend_zone_chained_TYPE.
Domination/Conquest: domination_TYPE_capzone.
Destruction: bomb_site_zone_chained_TYPE.
Confrontation: zone_bidirectional_two_chains_TYPE.

TYPE can be box/sphere/poly (can’t be poly if bomb).

Probably yes.

By using entities.blk you probably can do it, but not for online game.
You just need make copy of game_redninst entity that should have changed ri_extra__name.
And then change bombTemplate that in bomb capzone.
Code in entities maybe like it:

customRendInst{
  ri_extra__name:t="usa_aircraftcarrier_saratoga_hull"
}

In bomb properties should ne edited bombTemplate.
Probably bomb_site+customRendinst.

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So, groups is intended as objectives inside one sector?

( let’s make an example, I have a house, a bunker and a bomb all under sector 1. Does that make a group because they are all under sector 1, or a group is made with similar letters ? Sector 1a will go with sector2a and sector 3a to make one group, and then You have sector 1b, 2b etc. that makes it not another group?

Not sure.

But the rest, very helpful :+1:

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This.
But probably different chain points (like bomb and defend) will cause this result:
If you captured all defend or destroyed all bombs then sector will be captured.
I must check it later.

sector1a or sector2b is same like sector1.
It’s just name group. And it can be almost any.

update timeee

( yeah… i know… i am a slow learner and … well, i only managed to actually dedicate more time to the editor )

but, i did:

except… it does not work.


image

and yet the object won’t appear.

you know… i was trying to set up road blocks. but the object won’t show up.
which, i would like to avoid having to use radios to block off streets and what not for my bomb site objective.

any ideas on why or how can it be fixed?

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Oof. I’m sorry.
I forgot to add extends from rendinsts.
So working code should be:

customRendInst{
  _extends:t="game_rendinst_decor"
  ri_extra__name:t="usa_aircraftcarrier_saratoga_hull"
}

Or game_rendinst.

Without rendinst extends this new entity will have only ri_extra__name.
No transform and other properties. So it not appears there where you wants.

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my hero

i can even add more than one for different objectives!


image

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