@Kekoulis
Thank you good sir , another one is almost done and the ideas I have for more maps (insert evil laughter here)
@Gambit
Thanks Gambit, a lot of work went into it, glad you like it.
I understand you are busy but Im glad to hear that its not difficult to achieve.
What you want to achieve is NOT difficult at all, in fact I have already coded most of the "workings" required in my existing win conditions for Unification / Survival.
So, could we use this code you already have?
Tell you want. If no other coder show up till then, I will try to help.
Like I said, understand you are busy, but Im glad you are willing to at least give it a go. Thanks mate.
@Fuggles
I'm not sure what you want is strictly possible as I don't believe being uncapped is a valid state.
Well, in that case, could the code just remove turrets as soon as controlling player loses possession of the CL?
Anyway, for multiple cl I would call each point something like point1, point2. I would position my three markers around that with a 10 radius. At point1, I would call the markers turret11, turret12 and turret13. At point2, turret21, turret22 etc.
I understood all of that except for the "my three markers around that with a 10 radious". I don't get what are you referring to. Your suggestion is excellent, will follow upon it.
Very easy to check if a point is or is not captured by anyone, but it's a true/false so... You could run a check to see if it had an owner and now doesn't, which would wipe the turrets. It will look a bit odd if they keep coming and going, why do they despawn when enemies wander off. Would seem more consistent that they are just there until the point is lost.
We could turn this into simple issue of someone is controlling CL or no one is controlling it. If someone controls (and by control I mean possessing the CL) the CL, turrets appear once enemies come, if no one controls the CL, turrets do not appear under any circumstances. I wanted turrets to be "retractable" because this is supposed to be a shrine and pilgrimage site, not an active combat outpost. Did not want defensive measure to be obvious.
So in conclusion to this point:
If CL is not taken by anyone, turrets do not appear at all.
If CL is taken, turrets do not appear until enemies enter the range, after they do, turrets spawn and engage. If destroyed, the are replaced 90 seconds after combat is over and surviving turrets "retract" following the 15 seconds of "waiting for the enemy to return". If just damaged during skirmish, once retracted, they are fixed instantly.
Very easy to spawn turrets, not too bad to repair. That said, is this a map that needs a module file? You mentioned a custom object so I assume this is a separate mod rather than just maps you drop in?
No, there will be no new custom objects here, I mentioned possibility of making some custom objects. It should be a normal map you just drop into the original game.
Having reread it then you will need to make a custom turret ebps as otherwise it will count against a marine player turret allowance.
So this is gonna happen even if its just a normal map. Is there any way around this? Do not want to weaken the SM players?
Neither this or skulls sounds too arduous, so have faith! Upload the offending maps, finished or not and we'll get to them. I would need to know the marker and LP names owing to lack of map editor. I won't get to it quickly as going on holiday soon.
Glad you think that, thanks however, I am not to big of a fan of uploading unfinished maps. I like for everything to be done and play test it before I release it. I will name the markers and provide you with information and I hope you enjoy your vacation, have fun and thanks once again.