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Capture the flag?

By on September 24, 2009 2:51:57 PM from Demigod Forums Demigod Forums

UnitBlueprint {
    Categories = {
        'SELECTABLE',
        'SCRIPTEDACTION',
        'ENEMYACTION',
        'DROPPEDITEM',
        'POWERUP',
        'NOOCCUPYGROUND',
        'NOSPLASHDAMAGE',
        'NOBUFFS',
        'INVULNERABLE',
        'UNTARGETABLE',
        'VISIBLETORECON',
        'CTFFLAG',
    },
    Physics = {
        BlockPath = false,
    },
    Display = {
        MouseOverIcon = 'explosivemine.dds',
        MeshBlueprint = '/units/un/b/unbflag01/buff_flag_valor_MESH.bp',
        MeshBlueprintEvil = '/units/un/b/unbflag01/buff_flag_valor_MESH.bp',
        UniformScale = 0.10,
    },
    General = {
        SelectionPriority = 25,
        CapCost = 0,
        Bounty = 0,
    },
    Intel = {
        VisionRadius = 0,
    },
    Name = '<LOC UNIT_NAME_0078>Banner',
    Description = '<LOC UNIT_DESC_0077>Click to pick up or return the Banner. To score a point for the team the enemies Banner must be picked up and returned to your Citadel.',
    ScriptedAction = "/lua/user/ItemAction.lua",
    Experience = {
        Radius = 0,
        Value = 0,
    },
    LifeBarRender = false,
    SelectionSizeX = 2.4,
    SelectionYOffset = 0,
    SizeX = 2.4,
    SizeY = 2.4,
    SizeZ = 2.4,
}

+56 Karma | 2 Replies
September 25, 2009 7:24:51 AM from Demigod Forums Demigod Forums

You should explain this for the dumbies like me.

September 25, 2009 9:01:01 AM from Demigod Forums Demigod Forums

Its just some code to add an object to the game that could be use for or 'capture the flag' mode (this piece of code describes the flag object).

Idea is cool, yet there already are several modes (domination / assasination) but everyone always play conquest.

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