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NxLabs / Insurgency: Sandstorm

Round Progress

By RareK

"Checkpoints" for your checkpoint (and now also Push). TLDR: Complete the set objective, start there next round if you lose, instead of all the way at the start.

Description

"Checkpoints" for your checkpoint (and now also Push). TLDR: Complete the set objective, start there next round if you lose, instead of all the way at the start.

Should be working with Checkpoint, Checkpoint Hardcore and Push


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 (for the Checkpoint gamemode), 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 by default when the mutator is correctly configured and running the relevant part of the script.

If multiple "checkpoints" are set, they will need to be captured in order as you'd expect. You will restart the round at the most progressed objective "checkpoint". StartSkipped=True will only auto complete the first "checkpoint" if multiple are configured.

In Push, defender's will be initially moved onto the active objective when a "checkpoint" round is begun, similar to the temporary A objective spawning that the gamemode already does.


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 some example config 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=(1,4),StartSkipped=False) StructArray=(ScenarioString="Scenario_MAP2_Checkpoint_Insurgents",ObjectiveSkipIndex=(-1),StartSkipped=False) StructArray=(ScenarioString="Scenario_MAP1_Push_Security",ObjectiveSkipIndex=(-2),StartSkipped=True)

SkippingMessage="Skipping to checkpoint." CheckpointSetMessage="Checkpoint complete! You will start from here next round!" Debug=false ; Set to true for debug messages in chat

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. This is an array so you can have multiple objectives setup (0,1,2,3) etc

Setting (-1) will make all the scenario's objectives into "checkpoints"

Setting (-2) or (-3) or (-4) etc.... will make all the scenario's objectives into "checkpoints" except for the last objective, 2nd to last objective ... etc.

Never set the last objective as a "checkpoint" in the Push Gamemode. If you want all objectives in Push use (-2) or lower [-3,-4 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.

SkippingMessage="" > You can set your own round skip message, default is automatically set "Skipping to checkpoint."

CheckpointSetMessage="" > You can set your own checkpoint accomplished message, default is automatically set to "Checkpoint complete! You will start from here next round!"

ResetWaves=1 > For when solo reinforcements is enabled; prevents additional objective respawn waves being added after progressing

Debug=false > Set to true for debug messages in chat.

Helpful maps:

https://imgur.com/a/tp7kYmx Insurgency: Sandstorm - Checkpoint Objectives Maps

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