On a totally unmodded vanilla version of Battlefield 1942 1.61b
- how does one change axis and allies main bases on Aberdeen into uncapturable main bases ?
( they are capturable by default )
Aberdeen main cap to uncap ??
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- Posts: 17
- Joined: Fri Aug 19, 2011 3:43 pm
Aberdeen main cap to uncap ??
Last edited by X=X=X=X=X=X=X=X on Sun Aug 28, 2011 4:55 am, edited 2 times in total.
- Apache Thunder
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Re: Aberdeen main uncap to cap ??
You can do this by adding this line to the control point(s) in question:
It should be server-side compatible as well.
Code: Select all
ObjectTemplate.unableToChangeTeam 1



I have cameras in your head!
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- Posts: 17
- Joined: Fri Aug 19, 2011 3:43 pm
Re: Aberdeen main uncap to cap ??
thanks for the reply, but which archive should i add this line to ?
Aberdeen.rfa
or
aberdeen_003.rfa
or both ? or another archive ?
and which path ?
conquest -> controlpointtemplates ?
Aberdeen.rfa
or
aberdeen_003.rfa
or both ? or another archive ?
and which path ?
conquest -> controlpointtemplates ?
Re: Aberdeen main uncap to cap ??
Add it to the template in ControlPointTemplates.
The RFA file is Aberdeen_003 if it has the ControlPointTemplates file in it.
The RFA file is Aberdeen_003 if it has the ControlPointTemplates file in it.
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- Apache Thunder
- Posts: 1213
- Joined: Mon Oct 19, 2009 2:48 am
- Location: Levelland Texas, USA
- Contact:
Re: Aberdeen main uncap to cap ??
Always modify the _001 and so on patch RFAs since those override anything in the original map RFA. 




I have cameras in your head!
-
- Posts: 17
- Joined: Fri Aug 19, 2011 3:43 pm
Re: Aberdeen main uncap to cap ??
ok .... thx for the clarification on that
i have now spent 8+ hours investigating this subject, experimenting with settings and reading tonnes of old posts about this ....
i have made the mains on aberdeen uncaps...
- but the white flag icon still comes up when moving close to the flag, and the flag icon on the minimap still has no slash through it
as far as i have understood from reading many of the old posts ... it isn't possible to get the above to change ... is that correct ?
my current code :
i have now spent 8+ hours investigating this subject, experimenting with settings and reading tonnes of old posts about this ....
i have made the mains on aberdeen uncaps...
- but the white flag icon still comes up when moving close to the flag, and the flag icon on the minimap still has no slash through it
as far as i have understood from reading many of the old posts ... it isn't possible to get the above to change ... is that correct ?
my current code :
Code: Select all
ObjectTemplate.radius 0
ObjectTemplate.team 1
ObjectTemplate.spawnGroupId 1
ObjectTemplate.objectSpawnerId 1
ObjectTemplate.areaValue 0
ObjectTemplate.timeToGetControl 9999
ObjectTemplate.timeToLoseControl 9999
ObjectTemplate.disableIfEnemyInsideRadius 0
ObjectTemplate.disableWhenLosingControl 0
ObjectTemplate.loseControlWhenEnemyClose 1
ObjectTemplate.loseControlWhenNotClose 0
ObjectTemplate.unableToChangeTeam 1
ObjectTemplate.geometry flagbase_m1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.addTemplate AnimatedFlag
ObjectTemplate.setPosition 0/8.2/0
ObjectTemplate.setTeamGeometry 1 flagge_m1
ObjectTemplate.setTeamGeometry 2 flaguk_m1
Re: Aberdeen main uncap to cap ??
i dont think thats possible if your ssm modding.X=X=X=X=X=X=X=X wrote:o
- but the white flag icon still comes up when moving close to the flag, and the flag icon on the minimap still has no slash through it
i would look at the code from a uncappable mainbase flag (from witch ever map that has one)
also you could change this to 0 (off)
Code: Select all
ObjectTemplate.loseControlWhenEnemyClose 1