.:: Bots United ::.

.:: Bots United ::. (http://forums.bots-united.com/index.php)
-   Waypoint Forum (http://forums.bots-united.com/forumdisplay.php?f=79)
-   -   sp_delivery_te waypoints (http://forums.bots-united.com/showthread.php?t=7149)

TomTom 06-06-2009 22:52

sp_delivery_te waypoints
 
420Blunt made these waypoints, and they are very playable.

The only problem I see is the interaction between the fake-constructs (elevator and dock doors) and the dynamite objectives. This is a previously seen bug in a couple of my own waypoints (eagles 2ways and praetoria one), and is likely partly due to how in ET re-constructing something also removes dynamite planted at it (that did not explode in time). In my cases I did not find how to prevent the interaction, so I modified my waypoints to workaround the bug. Consequently I will try the same here, so an Allied engr does not keep trying to dynamite the walls unsuccessfully.

Status Playable WIP or even pre-beta IMO. Attachments appear broken since the forum upgrade so I will post it on my Geocities page (Direct Link) until it closes.

nedd3h 05-07-2009 07:38

Re: sp_delivery_te waypoints
 
I just had about 5-6 rounds with this with no obvious issues.
6v6

:)

TomTom 11-08-2009 21:00

Re: sp_delivery_te waypoints
 
Well I found a different workaround moving the fake constructs far-far-far away off the map to stop the interaction with dynamite plants. No problem seen so far with that so I made just a few minor tweaks and balance tested it ( good at 8vs8 ). So, The fixed waypoints are here (1.00.1) (until geocities closes in October 2009)
Rename .zip as .pk3 to use.


All times are GMT +2. The time now is 07:31.

Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.