Forum Discussion
There should be an object id assigned to each objective. Each objective should have a different id that corresponds/references the correct letter in rules/logic.
There could be an array of capture points that needs to be properly assigned their values in order to track them.
There should be a node called capture points or objectives. All actual points will be children of this node. It will have an array that manages all of the capture points. You need to make sure all those points are assigned in the array and each point itself has the proper object id to what should be in logic.
Hopefully this makes sense
Yes it does make sense. But does not work.
Any other map, I make a node for the objectives and then children nodes for each objective with different IDs. I can host it, with zero rules, and they appear in the game in alphabetic order that matches the numeric order of the IDs. Of course without rules they can't be captured, but they are on the map correctly.
That's basicly the only thing I can't do on the golf course map. On the golf course map, with rules, they have the values A, B, C, etcetera, correctly, and they can be captured. But on the map they are all alpha. That's the thing that doesn't make sense. It is the game engine that is not properly incrementing them with different letters, not the rules. The rules understand it just fine. It's driving me nuts. I just gave up. Maybe I will beat my head against the wall again sometime.
- DaHuntar1823 days agoNew Novice
Check out viperandystudios custom conquest template at bfportal.gg
- Ty_Ger0723 days agoRising Veteran
Yeah, I have.
- Ty_Ger0723 days agoRising Veteran
I hope you don't mind me continuing this discussion here. I figure you won't mind since it will continue to give this thread views. If you do mind, please tell me where you would rather discuss this.
I will provide some screenshots.
To debug, I used the default clubhouse map, with nothing changed, and then added the capture points. All the capture points are separate nodes with separate IDs with valid spawn positions that are all above ground and referenced in the capture point team arrays. In the screenshot, there are some nodes collapsed in order to see the important nodes in the list. I used the viperandy capture point template.
Then, after submitting the custom server for publishing in Portal, with NO rules enabled, this is the result. The objectives show up, but they are all Alpha. I have tried moving them far apart, but the same thing happens.
Since there are no rules enabled, they can't be captured or interacted with in any way. This is just proof that it is a game engine or server problem.
When I enable rules, they can be captured, and capture with the correct lettering.
Here, B is captured. It shows B per the rules. But, in the game objective flag and map, it is still A.
You made a conquest map inside of clubhouse (golf course), right? You didn't have this issue? It's driving me nuts. Maybe the 4.5.1 version of godot has a bug in the way it exports the json file? I don't know where the problem is. It's crazy.
What am I doing wrong?
If I do this in Tech Sector, it all works fine.
- Ty_Ger0721 days agoRising Veteran
Nevermind. I think I figured it out. I'm dense. For some reason some maps need a sector node?