For some reason the locals that are allied with one side are capturing their own CP's for their allied team. The allied team can also capture the local CP's. I looked at the regions and they're all set up correctly.
Probably some "relationship" lines, in Mission.lua are incorrect. It's also may happens, if you set locals, as "Neutral".
Here's all my relationship lines:
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsFriend(ATT, 3)
SetTeamAsEnemy(DEF, 3)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances
Everything looks alright to me.. Am I missing anything?
Logicaly, all look's correct, and should works fine...
There is also exist topic lines:
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
Maybe you change them, somehow...
Nope, it's the same too.. Weird..
There was a topic that explained this a while back, I'll update this post when I find it (if I find it...)
I thought I found a cure for this by adding SetTeamAsFriend(3, 3) which seemed like it would work perfectly but it didn't fix it.. This makes no sense.
You could add
CapturePosts = 0
to team three's unit .odfs to prevent them from being able to capture anything.
Quote from: SleepKiller on April 10, 2013, 08:23:40 PM
You could add
CapturePosts = 0
to team three's unit .odfs to prevent them from being able to capture anything.
This is a very nice feature that Fate and I added to Jet Wars Campaign 'hunt' levels..
Keep in mind that the AI still go to the CP's and try to capture them but end up just standing around. But I guess it won't matter if they are allied with a team that can capture CPs...
Is that from playing as a unit that has the CapturePosts = 0 line or from playing a map that the CPs are not able to be captured on?
Yeah, I think that's what I'll have to do. That doesn't make any sense though.. Unfortunately the results will be: Locals sit at friendly CP's and Locals will not be able to respawn because they capture their own CP's.