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Re: mp_schwalbe (BETA) Waypoints
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Re: mp_schwalbe (BETA) Waypoints
OK, my misunderstanding. Actions 0 and 1 are linked dynamite actions (each side of the door to be blown). I thought that meant that they would be treated as the same, single action.
If I add a separate route for action 1, what determines which route node the bots will choose? A 50-50 choice? Then how would I weight it so that they'd select action 0 most of the time? Three route nodes for action 0 and one route node for action 1? Any simpler way? |
Re: mp_schwalbe (BETA) Waypoints
Even tho the 2 actions are linked to the same target, it makes sense to keep them seperate, because each are in a different area, and the paths to each are totally different, which is why I chose to create the route system that way originally.
The way Fritz works - they pick the goal first, THEN look up the route table to help plan their path to their already chosen goal. So no, theres really not much you can do, except create a route for action 1 that follows wherever you'd like the bots to go. Or deactivate action 1 as a goal completely. Or keep action 1 it off until the docs are stolen, so that while everyone is rushing to cap/return the docs, a few allied engs will try to blow the door if it hasn't been blown already. That way they'll focus on action 0 the rest of the time. Hope that helps. Cheers! |
Re: mp_schwalbe (BETA) Waypoints
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EDIT: I just tested it, it works. |
Re: mp_schwalbe (BETA) Waypoints
So it looks like in this particular case there is no way to favor one action over the other using routes. Perhaps a good way to do it for dynamiting actions would be to place several of them next to action 0 and forget the route system entirely. Then at spawn the engs will randomly select one of the dynamite actions and take the shortest route to get there. Since there will be more "clone" actions to choose from, the engs will wind up at the outside of the door more often, as desired. With a limit of 5 linked actions, it will be possible to create a weighting as much as 20%/80% if necessary. Looks like this might be the best way to do it.
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Re: mp_schwalbe (BETA) Waypoints
That's another good idea. I tested it and it worked as well.
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Re: mp_schwalbe (BETA) Waypoints
It probably only matters to me. the perfectionist, but I have fixed the route problem in mp_zion. I deleted the dynamite route and placed three dynamite actions outside the door and one inside, all linked together. This produces a 75% chance that the engineers will choose the safer outside route to blow the chapel door. I call this Version 1.1 and it is now uploaded to the filebase.
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Re: mp_schwalbe (BETA) Waypoints
Good work - will check it out.
Cheers! |
Re: mp_schwalbe (BETA) Waypoints
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Thanks entirely to the valued support of the foundation for public boardposting and viewers like you - the main issues are at last hammered down and done.
The routes are working, my engineer camp for the allied footbridge is now functioning to my satisfaction, and a I squeezed in a few minor navigational node tweaks as always to iron out the pathing. I made a few adjustments to my aiscript, mainly to weed out some bad actiontests that were in there due to an oversight on my part. The only issue that may need addressing at some point, of which I am readily aware is that on occassion, firefights can erupt on the footbridge, and when the bots enter their usual jump/strafe evasion tactic there are times when they fall into the frozen river and are savagely plunged into the deadly depths of hypothermia. :blush: I'm still kicking around ideas for how to solve this, the most obvious of which is a quick path leading out of the water and back to the shoreline so that at the worst case if they manage to swim out they'll just be wounded rather than dead from the slow hurt trigger in the map at that location. If anyone has any fancy tricks up their sleeve as to how to make them a little less bouncy in that confined space - please do share. EDIT: Also note I'm refining a duplicate route for the allied document steal objective from the spawn flag (since they do seem to use it alright when its in their possession) and in my current internal version (what I tenatively call 4a hehe) I've set the spawn flag objective to always active - though disabled by script if the bridge is destroyed. While I'm not even sure if the route could be disabled in addition to that, it shouldn't matter since they have to spawn there to use the route anyway - and disabling the alt_roams would shut off the other routes as well, which I don't want. I suppose I could duplicate the alt_roams, but again a waste of time since no spawn at that location means no route usage anyway. |
Re: mp_schwalbe (BETA) Waypoints
Excellent!
Gonna check it out tonight. Cheers! |
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