This bug really annoys me so I decided to fix it
The first step is to add your destructible command posts and vehicle command posts to the objective. Here is how it would be done on hoth
Code: Select all
cp1 = CommandPost:New{name = "CP3"}
cp2 = CommandPost:New{name = "CP4"}
cp3 = CommandPost:New{name = "CP5"}
cp4 = CommandPost:New{name = "CP6"}
cp5 = CommandPost:New{name = "CP7"}
cp6 = CommandPost:New{name = "shield"} --name of the shield bunker
cp7 = CommandPost:New{name = "VehicleSpawn_21"} -- name of the vehicle spawn object for the at-ats
cp8 = CommandPost:New{name = "VehicleSpawn_01"} -- name of the vehicle spawn object for the at-ats
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("Objective")
--=============================
-- CommandPost
-- Class representing a specific CP, allowing some measure of customization
-- of what happens at each post when it is captured
--=============================
CommandPost =
{
-- fields that need to be specified when calling New()
name = "noname", --name of the CP
-- Overridable functions
OnCapture = function()
--override me to customize behavior when the command post is captured
end,
}
function CommandPost:New(o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
--=============================
-- ObjectiveConquest
-- Handles the logic for a conquest game (A.K.A. capture the command posts)
--=============================
ObjectiveConquest = Objective:New
{
-- external values
icon = "hud_objective_icon_circle",
-- internal values
defaultBleedRate = 0.3333333333, --how many units will be lost per second
defeatTimerSeconds = 20, --how long the defeat timer lasts after capping the all the CPs
}
function ObjectiveConquest:GetOpposingTeam(team)
if team == self.teamATT then
return self.teamDEF
else
return self.teamATT
end
end
function ObjectiveConquest:AddCommandPost(cp)
--make sure we have a table to add the cp to
self.commandPosts = self.commandPosts or {}
--do all the error checking we can on the cp
assert(cp.name, "WARNING: no name supplied for the command post")
cp.name = string.lower(cp.name)
self.commandPosts[cp.name] = cp
--keep a running tally of the bleedValue relative to each team
if not self.totalBleedValue then
self.totalBleedValue = {}
self.totalBleedValue[self.teamATT] = 0
self.totalBleedValue[self.teamDEF] = 0
end
self.totalBleedValue[self.teamATT] = self.totalBleedValue[self.teamATT] + GetCommandPostBleedValue(cp.name, self.teamATT)
self.totalBleedValue[self.teamDEF] = self.totalBleedValue[self.teamDEF] + GetCommandPostBleedValue(cp.name, self.teamDEF)
end
--Add a threshold value for bleeding. Basically
function ObjectiveConquest:AddBleedThreshold(team, threshold, rate)
--assert(team == self.teamATT or team == self.teamDEF, "invalid team!")
if not self.bleedRates then
--initialize the bleedRates two-dimensional array
self.bleedRates = {}
self.bleedRates[self.teamATT] = {}
self.bleedRates[self.teamDEF] = {}
end
self.bleedRates[team][threshold] = rate
end
-- Get game time limit as set in game options menu, if any. 0 if none.
function ObjectiveConquest:GetGameTimeLimit()
return ScriptCB_GetCONMaxTimeLimit()
end
function ObjectiveConquest:GameOptionsTimeLimitUp()
local team1pts = GetReinforcementCount(1)
local team2pts = GetReinforcementCount(2)
if ( team1pts > team2pts ) then
MissionVictory(1)
elseif ( team1pts < team2pts ) then
MissionVictory(2)
else
--tied, so victory for both
MissionVictory({1,2})
end
end
function ObjectiveConquest:Start()
--===============================
-- Local functions
--===============================
local UpdateBleedRate = function(team)
--keep a running tally of the bleedValue relative to each team
self.totalBleedValue[self.teamATT] = 0
self.totalBleedValue[self.teamDEF] = 0
for i, cp in pairs(self.commandPosts) do
if IsObjectAlive(cp.name) then
self.totalBleedValue[self.teamATT] = self.totalBleedValue[self.teamATT] + GetCommandPostBleedValue(cp.name, self.teamATT)
self.totalBleedValue[self.teamDEF] = self.totalBleedValue[self.teamDEF] + GetCommandPostBleedValue(cp.name, self.teamDEF)
end
end
--count up the total bleedPoints (bleedPoints only count if they're on a CP owned by a different team)
local bleedPoints = 0
for i, cp in pairs(self.commandPosts) do
local cpTeam = GetObjectTeam(cp.name)
if cpTeam == self:GetOpposingTeam(team) then
if IsObjectAlive(cp.name) then
--print("cp.name:", cp.name, "bleedPoints:", GetCommandPostBleedValue(cp.name, cpTeam)) --uncomment me for test output!
bleedPoints = bleedPoints + GetCommandPostBleedValue(cp.name, cpTeam)
end
end
end
--set the bleed rate based on the total accumulated bleedPoints
local bleedRate = 0.0
if self.bleedRates and self.bleedRates[team] then
--look through the unsorted list for the highest threshold that bleedPoints is higher than
local highestThresholdSoFar = 0
for threshold, rate in pairs(self.bleedRates[team]) do
if bleedPoints >= threshold and threshold > highestThresholdSoFar then
bleedRate = rate
highestThresholdSoFar = threshold
end
end
else
--default bleeding rule is to start bleeding when the team's bleed points are greater
--than half the total points
if bleedPoints > (self.totalBleedValue[team] / 2.0) then
bleedRate = self.defaultBleedRate
end
end
--print("totalbleedpts:", self.totalBleedValue[team]) --uncomment me for test output!
--print("team:", team, "bleedPoints:", bleedPoints, "bleedRate:", bleedRate) --uncomment me for test output!
--setup the bleedrate display (i.e. how fast the score flashes in the HUD)
SetBleedRate(team, bleedRate)
if bleedRate > 0.0 then
--start bleeding reinforcements
StopTimer(self.bleedTimer[team])
SetTimerValue(self.bleedTimer[team], 1.0)
SetTimerRate(self.bleedTimer[team], bleedRate)
StartTimer(self.bleedTimer[team])
else
--stop bleeding reinforcements
StopTimer(self.bleedTimer[team])
end
end
--turns off the timers and resets the winningTeam number
local DisableWinnerDoodads = function()
self.winningTeam = 0
StopTimer(self.defeatTimer)
--hide the timers (HACK: this way of displaying the lose timer should be updated to use new HUD code)
SetDefeatTimer(nil, self.teamATT)
SetVictoryTimer(nil, self.teamATT)
SetDefeatTimer(nil, self.teamDEF)
SetVictoryTimer(nil, self.teamDEF)
end
local UpdateState = function()
if self.multiplayerRules then
UpdateBleedRate(self.teamDEF)
UpdateBleedRate(self.teamATT)
end
--check to see if one team (the winningTeam) has all the CPs
self.winningTeam = 0
for i, cp in pairs(self.commandPosts) do
--NOTE: destroyed CP's aren't supposed to count against the win/loss accounting
if IsObjectAlive(cp.name) then
local cpTeam = GetObjectTeam(cp.name)
if cpTeam == 0 then
--can't have a winner if one of the CPs is still neutral
DisableWinnerDoodads()
return
elseif self.winningTeam == 0 then
--start tracking this team that might be winning
self.winningTeam = cpTeam
elseif self.winningTeam ~= cpTeam then
--there is no winner, since we just found two CP's that don't match
DisableWinnerDoodads()
return
end
end
end
if self.winningTeam ~= 0 then
if self.disallowDefensiveVictory and self.winningTeam ~= self.teamATT then
return
end
if self.multiplayerRules then
--start the defeat timer to end the game in a few seconds
SetTimerValue(self.defeatTimer, self.defeatTimerSeconds)
StartTimer(self.defeatTimer)
--tell the C++ code about the defeat/victory timer (which will display it on the HUD)
SetDefeatTimer(self.defeatTimer, self:GetOpposingTeam(self.winningTeam))
SetVictoryTimer(self.defeatTimer, self.winningTeam)
else
--end the objective immediately
self:Complete(self.winningTeam)
end
end
end
local InitBleedTimer = function(team)
self.bleedTimer[team] = CreateTimer("bleed" .. team)
OnTimerElapse(
function (timer)
if GetReinforcementCount(team) > GetNumTeamMembersAlive(team) then
--tick off a reinforcement when the timer elapses, and start it up again
if GetReinforcementCount(team) > 0 then
AddReinforcements(team, -1)
end
SetTimerValue(timer, GetTimerValue(timer) + 1.0)
StartTimer(timer)
else
--disallow bleeding when a team gets really low on reinforcements (so the team
--doesn't run entirely out of units due to bleedrate, as per designer request)
SetBleedRate(team, 0.0)
StopTimer(timer)
end
end,
self.bleedTimer[team]
)
end
local InitDefeatTimer = function()
self.defeatTimer = CreateTimer("defeat")
SetTimerRate(self.defeatTimer, 1.0)
OnTimerElapse(
function (timer)
StopTimer(timer)
SetReinforcementCount(self:GetOpposingTeam(self.winningTeam), 0)
self:Complete(self.winningTeam)
end,
self.defeatTimer
)
end
local UpdatePostMapMarker = function(postPtr)
if not self.multiplayerRules then
--check the team that capped the CP, and change the map marker accordingly
if GetObjectTeam(postPtr) == self.teamATT then
MapRemoveEntityMarker(postPtr, self.teamATT)
else
MapAddEntityMarker(postPtr, self.icon, 4.0, self.teamATT, "YELLOW", true)
end
end
end
--==========
-- Set the number of guys in the level to number in game options
--==========
ScriptCB_SetNumBots(ScriptCB_GetCONNumBots())
--===============================
-- Initialization logic
--===============================
--initialize the base objective data first
Objective.Start(self)
--initialize internal values
self.commandPosts = self.commandPosts or {}
self.bleedTimer = {}
InitBleedTimer(self.teamATT)
InitBleedTimer(self.teamDEF)
InitDefeatTimer()
if self.multiplayerRules then
self.disallowDefensiveVictory = false
else
self.disallowDefensiveVictory = true --in single player/co-op, the defense can't win by capping all the CPs
end
numCPs = 0
for i, cp in pairs(self.commandPosts) do
if not self.multiplayerRules then
MapAddEntityMarker(cp.name, self.icon, 4.0, self.teamATT, "YELLOW", true)
end
numCPs = numCPs + 1
end
if(numCPs == 0) then
print ("ERROR: no valid CommandPosts were added to the ObjectiveConquest")
return
end
--set AI goals
self.AIGoals = {}
if self.AIGoalWeight > 0.0 then
table.insert(self.AIGoals, AddAIGoal(self.teamATT, "Conquest", 100*self.AIGoalWeight))
table.insert(self.AIGoals, AddAIGoal(self.teamDEF, "Conquest", 100*self.AIGoalWeight))
end
--do an initial update on the state
UpdateState()
--=======================================
-- Event responses
--=======================================
-- command post captures
OnFinishCapture(
function (postPtr)
if self.isComplete then return end
if not self.commandPosts[GetEntityName(postPtr)] then return end
UpdatePostMapMarker(postPtr)
UpdateState()
end
)
-- command post neutralize
OnFinishNeutralize(
function (postPtr)
if self.isComplete then return end
if not self.commandPosts[GetEntityName(postPtr)] then return end
UpdatePostMapMarker(postPtr)
UpdateState()
end
)
-- command post spawn
OnCommandPostRespawn(
function (postPtr)
if self.isComplete then return end
if not self.commandPosts[GetEntityName(postPtr)] then return end
UpdatePostMapMarker(postPtr)
UpdateState()
end
)
-- command post kill
OnCommandPostKill(
function (postPtr)
if self.isComplete then return end
if not self.commandPosts[GetEntityName(postPtr)] then return end
if not self.multiplayerRules then
MapRemoveEntityMarker(postPtr, self.teamATT)
end
UpdateState()
end
)
end
function ObjectiveConquest:Complete(winningTeam)
if not self.multiplayerRules then
--remove all the cp markers
for i, cp in pairs(self.commandPosts) do
MapRemoveEntityMarker(cp.name)
end
end
--then call the default objective complete method
Objective.Complete(self, winningTeam)
end