• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Code Freedom in capping behaviour?

Proud_God

Grizzled Veteran
Dec 22, 2005
3,235
548
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!!
 
Last edited: