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Warfare 1 - Editing Guide
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Warfare 1 - Editing Guide
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==Capture logic== {| border="0" cellpadding="5" cellspacing="0" |-valign="top" |width="700"|Capturing town in Warfare is triggered by ground units standing within a certain range of an neutral or enemy town's depot building. If no enemy units are within the same range, the Supply Value of this town will start to deplete, declaring the town “captured” upon reaching zero. A higher number of friendly units around the depot and the number of camps occupied in that town, both act as multipliers of the capture speed. The time it takes to capture a town, the distance one has to be from the depot to start this process, and the types of units that are allowed to do so, are all controlled in the '''\Server\Server_UpdateTown.sqs''' file. Several external factors are called to modify the capture process that takes place here: * '''StartingSupplyValue''' – This variable defined in '''\Common\Init\Init_Location.sqs''' (default value: 10), determines the initial Supply Value a town receives upon capturing it, and thus the minimal time it takes to capture this town. * '''Range''' – Defines roughly the “size” of the town, determining the range in which Resistance defenses will be removed once the town has been captured by the US or SLA. * '''TOWNCAPTURERANGE''' – A constant value determining the minimum distance a unit has to be from the depot in order to capture it. Defined in '''\Common\Init\Init_CommonConstants.sqs''', the default value is set to 38. * '''TOWNCAPTURERATE''' – A constant value determining the speed at which the Supply Value is drained during the capture process. Again defined in '''\Common\Init\Init_CommonConstants.sqs''', the default value is set to 1. * '''GetTotalCampsOnSide''' – This function, located in ''\Common\Functions\'', counts the number of camps that is under the control of the side capturing the town. A higher number results in a faster capture. * '''SupplyValue''' – The accumulated value of supplies delivered to this town by Supply Trucks. Depleting during the capture process, a higher value obviously results in a longer capture time. Within the UpdateTown script, the ''#Update'' section constantly checks for the presence of enemy units within the defined TOWNCAPTURERANGE. If any units have been located and no defending troops are present, the script continues to the ''#TownOccupied'' section, determining the number of attacking units present and any possible modifiers to the capture rate, after which the Supply Value will start to drain accordingly. Upon reaching zero, the script will continue to the ''#Resistance/East/WestCapture'' section, depending on who now controls the town, broadcasting the change of ownership across the network. |}
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