Certain objects are considered objectives in this gametype. the list is as follows.
When the map loads, the gametype code automatically assigns a score value to the objects listed and depending on server setting, waypoint markers. If you do not wish to have one of these objects assigned a score value, simply add the following line to the object in the mission file: disableScore = "1";
Tribes 2 has a waypoint limit of something in the area of 32, so it is best you limit the number of objectives to under 16 per team to avoid problems.
Nothing special here :-)
The only static shape object that you would want to place in a Team Attrition mission is the Herc Service Station. This is because HERC's cannot repair objects and since this gametype only has HERC's, well you get the idea ;-)
You can of course place ammo and repair patches all over the map instead of a Service Station if you have a lot of of time on your hands, heh.
Generally speaking, at least two spawn spheres per team is a good idea, this is to prevent spawn area camping.
Pretty much the same as Team Attrition, except you will need to place a game trigger on the map. This trigger will be the "ZONE" which is basically the Hill part of the gametype.
make sure you include the following line in the trigger's datablock: name = "zone";
Obviously Mechina comes with new models to use in missions. So
this is a list of all the Mechina objects you can place in a mission as they are listed in
the creator field of the mission editor.
Explanation of the function: randomItem(<Item DataBlock Name>, <Amount to place>, <Area to cover in meters>, <Scale>, <Rotate>);
This function always uses mission center as the reference point, so it starts from there and works its way out to the area to cover you specified in the function call. The scale takes its value like so: "1 1 1". To see how this function is called in a mission file, look at the Team Attrition mission file "slapdashta.mis that shipped with Mechina. The Rotate parameter should be set as "true" or "false"
To disable all barrel swapping on a turret, use this line: disableSwaps = "1";
To disable certain barrels, use this line: banBarrel[AABarrelLarge];
Current list of barrels is: AABarrelLarge, MissileBarrelLarge, MortarBarrelLarge and PlasmaBarrelLarge.
If you place spawn spheres and do not run a spawn graph, Mechina will generate its own spawn position set per sphere. This is useful for maps that are too large or too small to run a spawn graph on. Additionally you can use spawn points instead of spawn spheres. A spawn point is an object that players spawn at the position of. You should have at least 20 spawn points per team and make sure that its bounding box is resting above whatever you are placing the point on, or the player may fall through the terrain or an interior etc.
Note, for a twist to DnD, you can put a spawn sphere or spawn points on team zero with a switch, so that if a team captures the switch they can spawn at the objective. The only adjustment to make is to make sure the weight of the normal team spawns are less then 100, so that Tribes 2 will choose the team zero sphere when its captured.