custom-conquest-template

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Custom Conquest Template

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A template for you to create your very own Custom Conquest game mode!

Updated 16/01/25: Version 9.2

Comes with 7 fully playable maps however additional maps will be added over time.

  • Siege of Cairo
  • Iberian Offensive
  • Tech Center
  • Gold Course
  • Area 22B
  • Redline Storage
  • Empire State

You can add this template to your custom maps. Just follow the tutorial at the bottom of the page to add Conquest to any map.

Supports custom objectives, spawns and includes a fully functioning scoreboard and game logic.

Spatial editor map file and package: https://mega.nz/file/6wAy3A5K#37k_ZDxl3Y-XBfQimGFg8RgV8tA7bBUhqqz2igP9LPg

Tutorial: https://www.youtube.com/watch?v=y4HQgvnDnrQ

Detailed Code Overview: https://youtu.be/DwC6l0i5fuQ

ObjID Assignment:

  • 200 - 226 Capture points (A must start from 200)
  • 1100-1199 Area Trigger for Team 1 Spawn Protection
  • 1200-1299 Area Trigger for Team 2 Spawn Protection
  • 1300-1399 Area Trigger for Out of Bounds for Everyone
  • 1400 Area Trigger for Infantry Combat Area
  • 901 - AI Spawner for Team 1
  • 902 - AI Spawner for Team 2
  • 998 - Team Switcher 1
  • 999 - Team Switcher 2

Update Changes:

V9.2 (Hotfix)

  • Fixes UI redrawing the container when players join the game resulting in a grey screen

V9.1

  • Added setting to set number of bots at the top of the MOD
  • Capture UI has additional states
  • Capture UI now in capital text to look more uniform
  • General UI has been completely rebuilt now using a fraction of the blocks
  • Capture point speed is now controlled via the flags and not the players to improve performance
  • Players no longer gain kills against themselves or their team on the scoreboard
  • AI scanning is on a lower tick rate to improve performance
  • AI in vehicles will use the Battlefield Behaviour
  • Fixed Out of Bounds triggering twice when leaving the enemy HQ into the air space while on foot
  • When flags are captured, the Enter/Exit event is triggered however this will be patched. In advance I have updated the UI and Bot logic in preparation for this.

Known issues:

  • Default AI do not play objectives on Redsec maps (Custom AI implemented which work instead)
  • When hosting locally the scoreboard will break when changing team. If hosted on a server it will work correctly.
  • Vehicles will spawn on the map and not from the deploy menu. Also being investigated
  • AI pathfinding may have issues on Redsec maps (The Developers will fix this in an updating update)
  • Vehicles spawn on the map and cannot be selected from the spawn menu.
  • When the ObjectiveCapturing VO is played it will always announce Alpha, however this is a known issue and will be resolved via a game update. I have disabled this in the script for now.
  • AI will not drive/fly on some maps.
  • Capture point UI draws when above/below the set height of the polygon volume. This is a bug with the game not considering the height correctly when a player enters a capturepoint.

Please see the README in the package for all previous update history

Notes about Custom AI:

As of game version 1.1.3 Default AI (Backfill and static) will now play the objectives on Premium maps. However these will only work in server hosted and not local hosted. If you wish to use local hosted I recommend setting AI to None in the TEAMS section and use the EnableAI setting in the MOD.

The bots behave like backfill. The maximum supported is 100. They will populate unused server slots up to 100. If you set the teams to 32v32 and you set this to 100, then 36 bots will join. If you set the teams to 1v1 then 98 bots will join. Recommended maximum 60 for server performance.

Adding AI and Team Switcher

To add custom AI to your level, add AI spawners in your map to use with Obj ID 901 for Team1 and 902 for Team2.

To add the Team Switcher to your level, add an InteractPoint with Obj ID 998 or 999.

See examples of these features in the updated Godot file.

Adding Spawn protection

Spawn protection is managed by Area Triggers.

Team 1 area triggers support range 1100 to 1199 and 1200 to 1299 for Team2.

Examples are included within the spatial editor files.

Area triggers set to 1300 to 1399 will trigger out of bounds for any team that enters. This can be used for marking specific areas of the map used for exploits.

Adding Air Combat Area

To add Air Boundaries, add an Area Trigger with a polygon volume for the ground boundaries and give it ObjID 1400. Then use the combat area to set the air boundaries.

This will now tell the game to use a custom UI for out of bounds and will handle everything, including when players enter/exit the vehicles.

Click EDIT below to open the experience and save a copy

If you make a copy of the experience and you cannot see the blocks or you cannot see the map file attached in "Map Rotation" then please see the files and README in the package link.

 Conquest
J51W
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Created by

pfp

andy6170

on

Oct. 13, 2025, 11:32 p.m.

last updated at

Jan. 16, 2026, 10:12 p.m.

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