Login

russian armor

Decapping Forward HQ?

10 Mar 2018, 19:44 PM
#1
avatar of Foxhound634

Posts: 73

The forward HQ ability that one of the soviet commanders has, targets a neutral building and converts it to a player-owned building that can't be garrisoned by the enemy.

My question is: how would i go about making that forward hq able to be decapped, reverting it back to being a neutral building that can once again be garrisoned by anyone...like you could in coh1?
10 Mar 2018, 20:18 PM
#2
avatar of adamírcz

Posts: 955

Obviously a good idea, never understood why it doesnt work that way
10 Mar 2018, 20:59 PM
#3
avatar of Aarotron

Posts: 563

it was in original game, wondered why the hell they didn't implement it to this game.
10 Mar 2018, 23:29 PM
#4
avatar of Lugie
Senior Modmaker Badge

Posts: 327

In the Field Support extension on the building, you can set the occupied revert time. By default its -1, which disables it. Anything above 0 enables reverting the building.

If you want to enable this for every building, you would have to modify each attrib entry.
12 Mar 2018, 21:24 PM
#5
avatar of Foxhound634

Posts: 73

Nice, it works. Problem is, there is no progress bar or indicator when decapping a forward HQ. There is a capping cursor when hovering over it with a squad, you can click it and it will decap after the specified duration, but there is no visual indicator that the squad is in the process of doing that.

How do i fix that?
13 Mar 2018, 00:24 AM
#6
avatar of Tric
Master Mapmaker Badge

Posts: 1466 | Subs: 4

The technology just isn't there yet, just like re-bindable keys.
13 Mar 2018, 00:39 AM
#7
avatar of Lugie
Senior Modmaker Badge

Posts: 327

Well, not quite. You could use a kicker action, a delay action, or possibly even a effect to communicate how much time is left till' decap.
13 Mar 2018, 01:05 AM
#8
avatar of d0ggY
Senior Caster Badge

Posts: 823 | Subs: 3

jump backJump back to quoted post13 Mar 2018, 00:24 AMTric
The technology just isn't there yet, just like re-bindable keys.


i can't believe you take my strongest point of criticism since 2k13 and use it yourself you damn copycat criticcheater.
13 Mar 2018, 11:33 AM
#9
avatar of Foxhound634

Posts: 73

jump backJump back to quoted post13 Mar 2018, 00:39 AMLugie
Well, not quite. You could use a kicker action, a delay action, or possibly even a effect to communicate how much time is left till' decap.


That's what i was thinking too. Question then is, how do i check for whether or not they are decapping a forward hq? There doesn't seem to be any actions that trigger in the field_support_ext.

With the kicker, i imagine displaying how many seconds are left, every couple of seconds...but is there really no way to do some kind of UI progress bar?
15 Mar 2018, 09:44 AM
#10
avatar of Olhausen
Modmaker Badge

Posts: 245

I really intersted in this feature. Maybe we could find a solution together.
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

422 users are online: 422 guests
0 post in the last 24h
36 posts in the last week
143 posts in the last month
Registered members: 44954
Welcome our newest member, Mtbgbans
Most online: 2043 users on 29 Oct 2023, 01:04 AM