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Stock Maps
Here are the remaining maps that will need to be waypointed first:
mp_assault mp_base mp_castle mp_chateau mp_dam mp_depot mp_ice mp_keep mp_rocket mp_sub mp_tram mp_village We should probably figure out which waypointers are doing which maps at some point so we don't have people working on the same map. Maybe even split them up evenly, or something along those lines. The first one I'm planning on doing is mp_assault. Also, Mal, are we going to need to make a seperate waypoint for the maps to work in checkpoint mode? I figure since the layout of the map is different, we probably will. |
Re: Stock Maps
You got mp_dam on there twice, lol.
I'll take... mp_castle mp_keep mp_sub (a challenge because bots + water don't mix :D) I'll also take a couple others depending on how long it takes me to finish the above, or if nobody else is doing a few. I thought only a few Stock maps come with CP versions? |
Re: Stock Maps
i'll do Ice and Village if nobody minds
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i guess i'll do: mp_assault mp_base mp_chateau mp_depot whatever's left i'll do, if nobody gets to them before me. Also, i'm thinking once we start on the custom maps, we should make a sticky thread here and post which maps we are doing at the time. that way we are never doing the same maps. |
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As a note: maps like mp_tram probably won't be supported this version. ATM, the bots don't understand the tram or elevators, so maps with either will have to wait. CP support will need to be worked out and addressed. ATM, the script system assumes the map is always OBJ, and the trick is somehow getting one path file to work with 2 different gametypes (which have different goals). Also, some popular CP maps only work in OBJ mode, (sf_cobraB3 is a good example), which makes things all that more complicated. I'm tempted to say: "lets worry about OBJ for now, and then dual support later". But, hey - I'm a lazy guy. :P |
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I had a really good (as far as i know) idea on how to support script movers. I don't know how logical or even doable it is, but if you want to hear what i had in mind let me know. |
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True. I'm always open to ideas. :) |
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I think that the source has an ai function called idle that may be helpful in adding support for movers. From what I remember, it takes time as an argument.
Also, I think there is one called patrol that takes nodes / waypoints as arguments... The logic must be in there somewhere in the SP source as they have 2 bots use the Tram on the Tram level |
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@Ghost Sorry Ghost forgot to reply, i think that's a great idea about having a sticky topic listing which maps are being waypointed. So everybody will be up-to-date on everything. |
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