More questions ( how to extract a blk file from a johnson/Bin file, Medic AI Artificial bot, how do dynamic obective works?, it is possible to customize (faction)_crew and how can i rotate reindinst on vehicles ? )

it’s still not clear to me.

like, following the above example:

to give more context, i can share my sketch idea:
which, this is the way of naming the points, right?
image

starts from left to right. the smaller yellow box, proceed into the larger " boxes " to then end towards the last point.

so what i want to do, is that players starts from S1, and then proceed to the second sector which has 4 objectives. but i only want that out of the 4 objectives, each time it either has S2b and S2d or the other time, S2a and S2c are active.

just to avoid to end up or get to play having 2 objectives close. but i need and want to give different places each time.

and then the same goes for S3e with S3h and S3f with s3g ( or S3f and S3h with S3e and S3g ) to end up with s4.

is it… more clear?

so, in this situation what would i have to type?
to make an example

S2_a, S2_c+S3_f+S3_g : r=0.3 ?

or what?.

or how can i group them together?

that’s… what i want and use them for.

to guard areas around objectives since the normal ais that have been programmed ONLY stays on objectives.

that way, i can keep players on their toes even if some buildings do not have an objective on them to keep the battlefield more alive and challenging. you want to flank? good, but becarefull for soldiers stationed near by.

if not, face the full might of the defenders.

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not working, maybe it’s not what its name.

The entityId value is automatically generated and specified by the program, and cannot be obtained before the program runs

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Try add it to 1 sector capture point.

"capzone__activateChoice:object"{
    sector_2a:r=1
    sector_2b:r=1
  }

A and C points to sector 2a and B & D to 2b. As result you will got 50% that one battle will be for A and C or B and D.

3 Likes

thank you so much. now i understand.

i just had to give them the same name under sectorname.

so simple, yet took me hours to understand lol.

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ok this got me confused again :upside_down_face:

now, so, technically, i could use:

but if i want more control;

right?

question is, turning to the example:

the dots that i have to connect?

like, from S1. towards " capzone_activateAfterCap ". what do i have to type?

the forumulas?

or what?

    a+b+c+d:r=0.6
    b+c+d+e:r=0.3
    c+d+e+f

and what do i have to type between each objectives the selection objective between each other (s2a, s2b, etc )?

3 Likes

Idk, didnt test it.
So currently time I think they’re (a+b+c+d) sector names.

capzone_activateAfterCap probably nothing. Game maybe auto set it.

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ok so, i tested for a few hours, and i noticed that, passed the first point S1, nothing else works :joy:

no matter if you type S2_a+S2_b in the activate after cap, if you type S2_a+S2_b+S2_c+S2_d and even if the field is left empty.

i don’t understand.

After a bit some time testing bots…
I note that I don’t know how to give items to bots (Medic have special medkit).
And when map restarted or you clone bot then it will have empty inventory.
I also note that my medics don’t heal “unknown” bots.
About bot_leader_nav. Yeah. Not this.

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guess they aren’t worthly enough :woman_shrugging:

Ummm… I don’t know about it.
I didn’t tried mix sectors with +.
I have just it.


And can add more sector/groups by clicking to + and write sector name. And it will be randomly.

Are you sure that everything is more that 1? or something have 1?
I’m not very sure how it works, but maybe if less 1 then maybe here will be chance that nothing happened after capture. I’ll check it later.

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:upside_down_face:


image
sometimes i wonder where i have left my brain.

i swear.

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ok no.

still doesn’t work.

scene.txt (13,8 KB)

i already layered them accordingly, but no matter what i type, after the first one ( starting from the bottom ) the others do not get activated.

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Looking to file code problem here:

  "capzone__activateChoice:object"{
    Sector_2:r=1

You have these groups and sectors: Sector_2a and Sector_2b
So you need write Sector_2a and then choose Real. Set to 1.0.
Then repeat it again. But Sector_2b and then choose Real.

And better to remove all other activate sector. Some of they will be set by game/reset by default.

So… It will be like it:
scene.blk.txt (13.1 КБ)
Also edited group_activator. Removed chance for unknown sector name (sector+sector).

UPD: Or not lol. Seems here some bugs.

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Ah yeah. Seems because of defend_zone_team_chained_box. Try use capzone without TEAM.
YES! Because of this type cap zone activateChoice didn’t work.

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but isn’t this one the default for invasions?

i mean, sure. i’ll try with normal capzone.

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No. Default without it.

ahhhhhhhhh

i see.

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I mean that maps don’t use defend_zone_team_chained_box. They use defend_zone_chained_box.

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but then what is team thingy used for?

confrontation?

Hmmm… Probably unused code. Remains from past. Or early version of confrontation. I don’t know.
Confrontation uses zone_bidirectional_two_chains_box+lockable_capzone or like em.

1 Like