Ravenfield

Ravenfield

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Configurable Uncapturable Objectives
   
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Content Type: Mutators
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994.840 KB
13 Jun @ 9:22am
13 Jun @ 9:51am
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Configurable Uncapturable Objectives

Description
Tired of losing the carrier on Archipelago? Was your battle going well only for a sneaky Raven to somehow capture your main base (where all the vehicles and heavy equipment are being kept)? This mod fixes that by making either team's starting points uncapturable!

You may be familiar with this mod, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2803086502, Invisible Capture Points, which makes the starting points for each team uncapturable. This mutator is very similar, but comes with a few key refinements:
- You can now configure which team's starting flags are uncapturable. The aforementioned mod had no configuration options to speak of, and both teams would simply have their starting flags become uncapturable. While this worked in some cases, for invasion style maps where the defending team starts with most of the flags in the map, this would obviously cause issues. With this mod, you can choose which team gets uncapturable starting points and which team does not. For example, on Archipelago, you can enable uncaps for Eagles to make the carrier uncapturable, but disable this for Ravens to allow the Eagles to seize control of the entire map, including the airstrip the defenders start at.
- The capture radius of uncapturable flags is now set to 0. The prior mod simply prevented capturing by setting the capture rate to 0. This worked, but for mods such as Limit Bot Respawn (https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2923976190) or No Spawning On Contested (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3420135065), this could prevent bots from spawning on the uncapturable flag if an enemy was inside its capture radius. Even though the flag was not being captured, it was effectively being neutralized by the enemy. By setting the capture radius to 0, this mod prevents enemy bots from "contesting" an uncapturable flag.

What this mod (unfortunately) cannot accomplish:
- Due to limitations in RavenScript (or skill issues on my part), it is currently not possible to prevent bots from trying to attack an uncapturable objective. If an uncap has an incoming neighbor, then it may be rushed by enemies spawning at the neighboring objective, though it won't be captured thanks to this mod.
- It is also cannot selectively set flags to be uncapturable. If you enable uncaps for one team, then that entire team's starting flags will become uncapturable. It is currently not possible for a team to start with a mixture of capturable/uncapturable flags through this mutator.

Please report issues, and leave feedbacks. If you find any workarounds to the limitations I mentioned, feel free to share the solution with me (or implement them in your own mod).
10 Comments
你并不孤独 15 hours ago 
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