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Freedom in capping behaviour?

Proud_God

FNG / Fresh Meat
Dec 22, 2005
3,235
548
0
Belgium
Does anyone have an idea how much freedom we have in changing capping behaviour?

As an example, would it be possible to make a cap have a different area for both teams? (I have some ideas with this):)

Also, any pointers on where to look in the code would be nice.

Edit:

I've found a good candidate:

E:\Program Files\Steam\steamapps\common\red orchestra 2\Development\Src\ROGame\Classes\CCSBTInsideObjective.uc


/**
* Copyright 2007-2011 GripHeavyIndustries, Inc. All Rights Reserved.
* Return true if inside the current objective.
*/

class CCSBTInsideObjective extends GripBTCondition
native
hidecategories(GripBTCondition);


/** If checked, return false if this NPC is threat aware. */
var() bool Negate;


cpptext
{
// Run-time.
public:
virtual class GripRBTNode* CreateRuntime();
virtual void InitializeRuntime( class GripRBTNode* pTo );

// GripBTNode Overrides.
public:
virtual BTMenuType GetMenuType() {return MT_CONDITION;}
}


DefaultProperties
{
Negate=FALSE;
NodeDescription="Return true if inside the current objective.";
Category="CCS"
}


--> however, which method is to be used to put the logic in for being in a cap??

Thanks!!
 
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