Thread: supplydepot2
View Single Post
Re: supplydepot2
Old
  (#7)
TomTom
ET Waypointing team member
 
TomTom's Avatar
 
Status: Offline
Posts: 745
Join Date: Jun 2006
Default Re: supplydepot2 - 18-09-2006

I am not an expert but no. And simple func_doors I have been trying for a few weeks to script overrides on with no success.
Normal buttons have a trigger_objective_info (TOI) number which had Mal completed the support would have been used with a button action. For instance in MML_church_et_v1 the alarm button has a 'on' TOI for the allies and a different 'off' TOI for the axis. However in mml_church_et_v1 the bot would have to "use" the button which they can't. In suppydepot2 it appears to be triggered like a fakeTOI in the floor (just my guess), so it may be possible for the allies to operate this "button", but the action (say an alt-roam) won't be linked to the "button" TOI so the aiscript won't understand that the button was ever pushed.
No I am not laughing. Sometimes a shot in the dark works. The fakeTOI (read fake mineplant) concept was likely one of those inspirational shots in the dark.
Anyway the idea for the contest is to do most of the difficult work for would be waypointers like yourself and so encourage more participation. It also means that I am not committing to the substantial QA testing that tweaking etc for release takes (at least not anytime soon). If more people understand how all the camps-aims work as well as how bots navigate the map then they will be able to tweak maps to their taste which can help if we work as a group. (Respecting that only one version of a waypoint should be out in the wild at any time).

P.S. Crapshoot, ignore my previous post about the rear exit. /viewent was giving me problems so I resorted to /configstrings and then I confused the door for the gate. My bad.


.one Ringstellung to rule them all.
  
Reply With Quote