Configurable Uncapturable Objectives
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://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://steamcommunity.com/workshop/filedetails/?id=2923976190) or No Spawning On Contested (https://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).