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 the following 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.
It is possible to streamline this process even further by allowing the mutator to automatically recognize invasion style maps, and assign uncapturables accordingly.
It is also possible to force certain objectives on certain maps to be capturable. Entries are formatted as MAP NAME|POINT NAME and separated by ; characters.
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.
This is no longer the case, as setting the capture radius to 0 to avoid contesting is now made redundant by the next feature, which prevents bots from attacking uncapturable objectives in the first place. This change also serves to mitigate the possibility of a nonexistent capture radius interfering with bot behavior.
This mod now has a new spawn camping prevention feature that prevents bots from attacking uncapturable objectives. If a squad is initially ordered to attack an uncapturable point, then they will instead be redirected to attack a different capturable non-friendly objective neighboring their starting point. If non are available, then they will attack any capturable non-friendly objective. If none are still available, then they will defend any capturable friendly objective. Otherwise, they will remain at their initial starting point.
Please report issues, and leave feedbacks.
Revisions:
Old revisions of this mod are available below. Click the link to download.