sethqstatus clarification needed.


(Ragnar_40k) #1

How does this work (“inform all team members about landmines being close by”) and does sethqstatus have any further side effects? It also says in the docs that “The ‘charge bar’ times are adjusted”, but inside the map scripts I saw that this is done manually by a “setchargetimefactor 1 soldier 0.75” etc. command.


(damocles) #2

I don’t know exactly what it does, but the scripting section says:

sethqstatus <team> <status>
Enables/disables the hq bonus for a team.

So I’m guessing it does something important and should be set. I guess team is 0 or 1 for axis or allies and status is 0 or 1 for off and on.

All the chargebar times are set for each individual class and team using the setchargetimefactor <team> <class> <factor> command. You’ll have to look in another script to see what the class names are. And factor is a multiplier for the regular times, so smaller numbers mean faster recharge times. The other scripts don’t seem to drop below 0.75 so I guess that’s a good rule of thumb.

And there’s nothing stopping you from adding special objectives that damage charge times. Like a sort of anti-command post. Maybe a radar jammer could be built and that slows the charge for field ops. Or destroy a field hospital’s generator to slow medics etc.


(Ragnar_40k) #3

So the “hq bonus” seems to be the “inform all team members about landmines being close by” thing. But how does this work? Needs it a line of sight or something? E.g. on fueldump, the Allied command post: I never saw any mines spotted(?) by building the command post. Or is this responsible for the “Mines have been reported in this area.” message (I always thought that this is Battle Sense related)?


(sock) #4

This feature is related tothe Command Posts not battle sense, unless you got Battle sense Lvl4, then you can see ghost images of all mines anyway.

Sock
:moo: