Command posts... more than one per side?


(hummer) #1

I had planned on having a command post for the allies, one for the axis, and one neutral. However, I’m beginning to think that’s a bad idea. The way the scripting looks, if a charge time is set, it can wipe out the previous charge time… also, they aren’t cumulative.

For example, the allies build their post, then the neutral one, but the neutral post is blown by the axis. In this situation, the allies loose ALL their charge increase, even though their original post is still built.

Can anyone confirm this? If so, I’ll have to rethink my command post placement :slight_smile:

I can’t think of any map with multiple command posts on one team, or with command posts for either team plus a neutral.


([DeaD]-SLOTH-) #2

hmmm

i think you could put the old command post value in the death trigger of the nuetral one, then when it dies it will go back to the old value…

that prolly wont work alone, maybe add an accum set at the building of the first comm post. then put the same accum in the death trigger and if it’s set right have the charge times back to regular.

hehe hope you can understand that, good luck

edit: do it for both teams as well, and you might even want to make a whole new trigger for each team in the nuetral one that contains all that shizit…

but im a newb and that might not even be feasible. :slight_smile:


(weasel) #3

Ok, here’s my idea. Put this in the game_manager routine, then trigger the appropriate one in the built/death functions for your command posts.

	trigger allied_compost_construct
	{
		accum 0 inc 1
		setchargetimefactor 1 soldier 0.75
		setchargetimefactor 1 lieutenant 0.75
		setchargetimefactor 1 medic 0.75
		setchargetimefactor 1 engineer 0.75
		setchargetimefactor 1 covertops 0.75
		sethqstatus 1 1
	}
	trigger axis_compost_construct
	{
		accum 1 inc 1
		setchargetimefactor 0 soldier 0.75
		setchargetimefactor 0 lieutenant 0.75
		setchargetimefactor 0 medic 0.75
		setchargetimefactor 0 engineer 0.75
		setchargetimefactor 0 covertops 0.75
		sethqstatus 0 1
	}
	trigger allied_compost_destruct
	{
		accum 0 inc -1
		accum 0 abort_if_not_equal 0
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 1 0
	}
	trigger axis_compost_destruct
	{
		accum 1 inc -1
		accum 1 abort_if_not_equal 0
		setchargetimefactor 1 soldier 1
		setchargetimefactor 1 lieutenant 1
		setchargetimefactor 1 medic 1
		setchargetimefactor 1 engineer 1
		setchargetimefactor 1 covertops 1
		sethqstatus 0 0
	}

(hummer) #4

Yeah… I see what you’re saying… it’s basic binary…

00
01
10
11

2^2 for each team… one bit for each post accessible for that team, and one bit for if it’s built or not.

Hmmm… have four states… they’d have to be checked when built and destroyed in each stage… hmmm… maybe I will, maybe I wont :slight_smile: