Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

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Victory Point
 
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Tags: Gamemode
File Size
Posted
Updated
0.204 MB
Oct 15, 2017 @ 8:09am
Oct 22, 2017 @ 11:14am
4 Change Notes ( view )

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Victory Point

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In 1 collection by OneProduct
Victory Point
18 items
Description
This adds a win condition that map makers can add to their maps.

There's a few things that need to be done in a map to make it work:

1. In your map, place an ebps/gameplay/starting_position_no_hq, ebps/gameplay/starting_territory_team and ebps/gameplay/map_entry_point for each player.

2. In your map's .option file you need to add "victory_point" in the permitted_game_mode_types like so:
permitted_game_mode_types =
{
"victory_point",
}

3. In your map, you need to make some resource nodes and put them into the "victory_points" entity group like so:

https://us.v-cdn.net/5022179/uploads/editor/gc/mdu6yca8m832.png

https://us.v-cdn.net/5022179/uploads/editor/m1/x3nko1tvoxhx.png

If you want base defense turrets, you can also place SCAR markers in the world with the names turret1, turret2, turret3, etc where you want them. The turrets will belong to the player with the closest starting position.
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23 Comments
Geergon Jun 26, 2018 @ 11:24am 
Added support for this mod on the Sevastopol station map
Oldwolf Oct 23, 2017 @ 12:24am 
This Has the potential to save DoW3. Thanks for making this OneProduct.
Jazz-Sandwich Oct 22, 2017 @ 3:17pm 
@OneProduct

Thanks for the reply. Interesting to know that the turrets are established by the map. As for a no-build zone, you're right in that it comes down to personal preference so I can only weigh in on my own opinion. In dow1 critical points prevented building near them so I guess I'm just used to that.

Once again, solid mode regardless and thank you.
OneProduct  [author] Oct 22, 2017 @ 8:40am 
@Jazz-Sandwich They're tarantulas because the map maker put them there directly. I could add another feature for this mod that allows you to dynamically place turrets that would then match your race. I'll give that a stab, in case any map makers want that. Should be easy enough to do on my side.

The map maker who made Fallen City told me he couldn't find a way to put a no-building zone in the map maker around the VPs. Not sure if it's possible or not. In script, I could blow up buildings that I detect near the VPs. :) Not sure I could prevent them though. Also I'm kind of curious to see if people would like or dislike LPs near the VPs, because I imagine both ways could be fun. It's neat to sort of take and hold a position, but it might be too strong.
Jazz-Sandwich Oct 22, 2017 @ 8:05am 
Having played the Fallen City map with the mode, I have a bit of feedback:
- starting turrets in base for orks are tarantula turrets rather than their faction equivalent. Haven't tested Eldar
- Would it be possible to disallow listening posts being produced on top of victory points?
- Or indeed, would it be possible for victory points to have a radius in which building production is disallowed? If that works I'd imagine it would also sort the above point.

Otherwise, fantastic work and thank you for bringing this game mode to dow3.
Fudgy lover Oct 22, 2017 @ 6:07am 
:blood_angels:
OneProduct  [author] Oct 21, 2017 @ 7:24pm 
@Oldwolf Yes, you'll need this to play a map that uses it.
Oldwolf Oct 21, 2017 @ 7:23pm 
forgive my ignorance, do i need this to play a map made with this mod asset?
Socite Oct 21, 2017 @ 11:31am 
Added you for help with implementing it into my maps.
Nep Nep Oct 20, 2017 @ 5:13am 
YASSS I've been waiting for this since the game was released :steamhappy: