Ravenfield

Ravenfield

Configurable Uncapturable Objectives
10 Comments
你并不孤独 21 Jul @ 10:53pm 
I have a better idea, you can set uncapturable objectives to non-combat area like Battlefield, for enemies if they into capture radius of uncapturable flags, they will be killed. For player, have 10s time to leave else when time out player also will be killed.
Korsakovia 19 Jul @ 9:21pm 
This mutator has genuinely turned the entire game around for me. No more matches where taking another enemy point means stretching your forces too thin and losing your HQ in the process. It keeps things focused and less circular.
SIELLA7 17 Jun @ 2:48am 
Can you add a script that makes the bot give up occupying the enemy's initial spawn point?
Korsakovia 15 Jun @ 8:05am 
@PhantomBravo Ohhh I see. Makes sense thank you.
dedsoap 15 Jun @ 6:51am 
I have been looking for this mod for years holy crap
Wile E Coyote 15 Jun @ 6:21am 
Hey how about adding the opposite: Make uncapturable points capturable. Some of us actually hate it when a mapmaker does that.
There are dozens of us!
DOZENS!
FollowTheBlu 15 Jun @ 1:35am 
this is what harambe would've wanted :coocoo:
PhantomBravo  [author] 14 Jun @ 12:23pm 
@darthmordor2017, at the start of a battle, right after the first bot (or the player) spawns in, the mod looks at each objective on the map and takes note of which team it belongs to. If a point belongs to either team, then it is made uncapturable (if the configuration settings call for it). In your example, both Eagle starting points would become uncapturable. This mod is compatible with the Configure Flags settings.
Korsakovia 14 Jun @ 11:53am 
I have a question, though I’m not sure if you’ll have the answer because the way this game works is a bit of a mystery sometimes.

Like for example, by default, at the beginning of every round, Archipelago looks like this:

Eagles: 1 spawn point (carrier)
Ravens: 1 spawn point (airstrip)

However, if I alter things to remove carrier as a spawn point altogether, instead giving Eagle 2 separate spawn points at the beginning of the game, I’m not 100% sure how or even if the game picks between the two and decides one will spawn more bots than the other.

My question is, in the aforementioned scenario, do you think or know whether this mod would pick one of the two and make that point uncapturable, or would it be useless for that purpose since I didn’t include one of the “default” spawn points for the map in my re-configuration?
Titanus 13 Jun @ 5:03pm 
noice