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Ammodepot (Cement island) waypoint project
Some of you know this one has been on my plate. Just thought I should start the feedback thread now.
I have just about all the problem ladders complete, and have re-worked the action groups for strict aiscript control. This weekend I expect to track down any remaining stickies if any... Anyway the latest playable WIP 0.02 is here. All suggestions welcome, Enjoy. --- 00ps, forgot to add this to the readme for those lacking the map; Code:
MAP SITES: |
Re: Ammodepot (Cement island) waypoint project
Hi, while looking for the map I found a v2
http://returntocastlewolfenstein.fil...mo_Depot;74087 I haven't played any version of this map so don't know what changes there are and the readme dosn't give any changelog info. In the comments section the maker says he made some updates. Also the final comment is a claim of another bug which I'll try to recreate. |
Re: Ammodepot (Cement island) waypoint project
edit: sorted
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Re: Ammodepot (Cement island) waypoint project
Read the comment. The map has always been like that. The radio installation is a secondary objective that basically does nothing except give you xp. Storm Rising may Have thought differently since his script file contains the commands wm_set_main_objective ... right after you blow each objective.
However Chuker points out; Code:
wm_set_main_objective <objective_number> <team> So This is as good a time as any, What do y'all think blowing the radio installation (anttena(sic) base0 should do...
--- BTW I just posted 0.03. It looks good, no errors in the console. |
Re: Ammodepot (Cement island) waypoint project
Disclaimer: due to the stupid, stupid "real world," I haven't looked at your waypoints, seen this map, or gained any basis whatsoever for saying anything in this thread.
That said, I always like it when secondary objectives (especially difficult ones) make the physical map itself easier. I suggest your third option: Making a wirey thing unconstructable, or unrespawnable, or something of the sort. I hope to investigate this new map in more depth tomorrow night. I loved GA_El-Kef, btw. |
Re: Ammodepot (Cement island) waypoint project
Thanks for the vote.
Can't really take much credit for ga_el_kef. You should really thank 420blunt for his work on sw_el_kef. I just fast ported it to reflect all the changes in the map. |
Re: Ammodepot (Cement island) waypoint project
Here is a question for Mal or Crapshoot.
If I add an action_plant_construct to the ammo pile entity just for defusing (prone 1) will the defuse have higher priority than major constructs (that are the depot gate and upper barrier defenses)? And if it that is so should I replace all the normal dynamite defuse (4-5) actions on the ammo pile with action_plant _constructs (even though it is not a construct)? (I am trying to tighten up the final axis defense, the axis engrs almost never get to the ammo pile in time). Thx. |
Re: Ammodepot (Cement island) waypoint project
Didn't get an answer so shortly I will post 0.04 with some experimental stuff (the upper wire thingy permanently lost when the antenna is gone, action_plant_constructs, action_links and other minor stuff)
--- (BTW just figured out that the map is one of those that can't be the first map in a campaign. Sigh! Can't do anything about it.) |
Re: Ammodepot (Cement island) waypoint project
Do we, as in anyone, have any idea what makes some maps unacceptible for first-map positioning?
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Re: Ammodepot (Cement island) waypoint project
Don't know, but in searching the net the few mentions refer to the paragraph in Map rotations & Campaigns
Quote:
- - - - - - - - - - - - - - -.____. - - - - - - - - - - - - - - - - - - - - - - - - - - - -(... ...) - - - - - - - - - - - - - - - - - - - - - - - - - - - - * | * - - - - - - - - - - - - - - Anyway I tightened up the axis defense especially at the start. It seems to compensate for the poor defuse effectiveness of the axis engrs in the depot. So 0.06 will be my last posting this week. And if I get some more time and feedback I will try to promote the map to full beta by mid month (its pretty close IMO). |
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