Quote:
Originally Posted by Huntkillaz
hehe thanx...yeah i noticed that ocassionally the bump into walls but not that much in game...that jump onto the palm tree at t camp was just for fun co i accidetally landed there whilst i was trying to goto the water..same with the one further down on the tree 
and they also don't seem to use that camp anyways 
|
I would not put any camp spots near a spawn area of an "attacking team"(T's on a DE_map or CT's on a CS_map, AS_map)
Quote:
Originally Posted by Huntkillaz
hmm the a<->b<->c thing i thought that having a<->c wouldn't really matter
as it would just mean they would skip past b?
|
because one bot going from C to A and one bot going from A to B are going to get stuck on each other....theres more combinations for this problem to which increase its prbability of happening

no real big deal tho. this stuff is fine tuning
Quote:
Originally Posted by Huntkillaz
i have one question how can i make the t's go stright from their spawn throught the doors and up the ramp in the corridor....
i can neva get em to go that way :'( from round start
|
make sure they die on the other route A LOT. or you can increase the danger_factor in the podbot.cfg
yeah....and watch those waypoint radii.....
place normal waypoinits in your "to camp" corner.....reduce the APMD to option 130....and place your camp start and end.....then increase the APMD back to whatever you want.......i personally am constantly switching APMD because i dont want to erase at all

hehe
before they added the point add/del feature i managed to get a complete waypoint finished without opening the console to erase or add by simply haveing good control of this APMD feature. Its really great
Good Job dude.......once you perfect this map.......you will do the next one much better! keep it up
