I want to create the confrontation mode, where I think I should use the bidirectional objectives, because they can handle both teams progression, while the standard defense zones have only 1 team_number for group activation. But there are 2 types of bidirectional zones, type “one” and “two”. As I see, the “one” can also handle 2 teams, you can have 2 activation groups for them. It’s not the same structure, but I really dont"t know what’s the difference here, or which one shuld I use. I think, I should use different zones at the end of the line, because there is no need for bidirectional things, since it’s the end of the game. So I only need 3 bidirectional zones in the middle of the line, the 2 last objectives can be simple defend zones, right?
And one more question, where can I set the timer for the locked objective? In confrontation mode zones are locked for nearly 2 mins after group activation, but I can’t see anything for that in the settings. I only found the capzone_timer_timeLeft, but that’s the maximum time for capturing the objective.
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I just used bidirectional “2” for all 5 zones. for axis last zone just put only activation for axis and leave allies blank and vise versa. this will result in either a win for the advancing team or a continuation should the enemy or your team push back again.
I couldn’t figure out this “locked mechanism” from confrontation. maybe it’s not yet implemented idk.
you can put capzone_progress to a negative number like -0.5 as a workaround that would make it take 0.5 progress (seconds?) before actually capturing a point. The sad thing is, it only works on the first point, basically the middle one because it resets for the other ones as they are automatically set to either team 1 or 2 and the middle is neutral.
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