description
Experimental release 1. Need a willing test server with 2 or more players to report their results.
This is really hard to test. In the editor, solo play screws it up, but with friendly bots enabled it works. Once packaged and in game with a dedicated server with bBots=True it screws up (unless last objective). Hopefully it works with just a player populated team? Maybe spawn protection will screw it up? Let me know please.
"Checkpoints" for your checkpoint. TLDR: Complete a set objective, start here next round.
Currently only setup for COOP Checkpoint (Hardcore should be working I think)
In order for the "checkpoint" to activate, the objective you set will need to no longer be in play. This means the "checkpoint" will only be complete when a defense is finished, if, the objective is a capturable one.
The exception to this, is if the last objective is set as the "checkpoint", the "checkpoint" is activated at the beginning of the final defense, which means if the round is lost, the next round will begin as a final defense.
"Checkpoint complete! You will start from here next round!" and "Skipping to checkpoint." will be displayed in the game's chat box when the mutator is correctly configured and running the relevant part of the script.
MutatorID=RoundProgress
Mutator config is set per scenario.
Add the new section in your Game.ini
located in sandstorm_server\Insurgency\Saved\Config\WindowsServer
(windows server) or %localappdata%\Insurgency\Saved\Config\WindowsClient
(local-play)
Below is two example configs setups, add as many as you like, just stick with the format.
[/RoundProgress/Mutator/RoundProgress.RoundProgress_C]
StructArray=(ScenarioString="Scenario_MAP1_Checkpoint_Security",ObjectiveSkipIndex=(0),StartSkipped=False)
StructArray=(ScenarioString="Scenario_MAP2_Checkpoint_Security",ObjectiveSkipIndex=(0),StartSkipped=False)
ScenarioString
is the scenario you want to apply the mutator to. Should be the same as in your travel/mapcycle.
ObjectiveSkipIndex
starts at 0. So A=0, B=1 etc.
StartSkipped
=True will bypass the capture condition and skip to the ObjectiveSkipIndex
on round one and all subsequent scenario rounds. StartSkipped=False is normally desired.
INNER WORKINGS ATM
Because I can't find any control for the automatic counter attacks while I "complete" the previous objectives in the script, I'm currently using a dumb method to avoid them. This involves killing all but one player so that they aren't triggered whilst the script executes. You will be respawned immediately, but "survived whole round" etc not going to be working.
Credits
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01 Sep 13:22Version 0.3
init3
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