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grad-sectors

sector control implementation

based on @McDiods TvT Template but standalone and with flags

might be merged into template later on as it tries to be non-destructive

dependencies

Configuration

in the description.ext add the following to define custom flag textures for each side default is "\A3\Data_F\Flags\Flag_red_CO.paa"

class cfgGradSectors {
    flagTextureBlufor = "";
    flagTextureOpfor = "\A3\Data_F\Flags\Flag_red_CO.paa";
    flagTextureIndependent = "\A3\Data_F\Flags\Flag_CSAT_CO.paa";
    flagTextureCivilian = "";
};

Create Sector

Size and position of a sectors is defined with a Trigger. Alle settings of the Trigger are kept besides size and form. Then an Area Entity is created (Systems >> Logic Entities >> Locations >> Area) and synced with all Triggers which should get the same sector settings.

Add Function

Now we doubleclick the Area Entity and fill the init field with the createSector function:

Syntax

[area,sector name,reward,reward per second,lock after capture,capture sides,owner,notify,onsectorcaptured,sectordata,capturemode] call grad_sectors_fnc_createSector

Parameter

Parameter Erklärung
area object - Area Entity (in init field the variable this)
sector name string (optional) - name of the sector (default: "")
reward number (optional) - amount of points a side gets for taking the point (default: 1)
reward per second number (optional) - amount of points a side gets for holding the point PER SECOND. (default: 0)
lock after capture bool (optional) - if the sector can be reconquered (default: false)
capture sides array (optional) - sides that can conquer the sector (default: [WEST,EAST,INDEPENDENT])
owner side (optional) - side that holds the sector at game start. (default: sideUnknown)
notify boolean (optional) - if a hint is displayed to all players when sector is taken
onsectorcaptured code (optional) - custom code executed when sector is taken. Params are [_trigger,_newOwner,_oldOwner]
sectordata string - (optional) - can be used to write data into the sector, gets added as setVariable "grad_sectors_sectordata"
capturemode [number(,number - only for capture mode 1)] - 0/1/2 == capture mode, strength/time/flag, 0-9999 captureTime

Capture Modes in detail

0 - Strength

Side with more units inside the trigger captures instantly

1 - Time

Side with more units inside trigger captures with a delay (second number in array for time in seconds)

2 - Flag

Side that raises own flag captures instantly

Example

[this,"fuelstation",10,0,true,[WEST,EAST],independent, true, {}, "", [1,10]] call grad_sectors_fnc_createSector;