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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\CCSBTInsideObject ive.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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aka Wakke Last edited by Proud_God; 07-21-2012 at 04:58 PM. |
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