Thread: supplydepot2
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Re: supplydepot2
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CrapShoot
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Join Date: Jan 2005
Default Re: supplydepot2 - 18-09-2006

Attached is the map script and fake entity list.

I added 5 fake entities. The thoughts on useage were:

truckstop 1 - allies escort to half way, then in aiscript, set map_has_vehicle false so the bots will focus on capturing flag / dynamiting doors. Once the main door is destroyed, set map_has_vehicle true

truckstop 2 - allies escort to the top of hill then focus on cp and walls. set map_has_vehicle true when main gate is destroyed

the last 3 are in positions inside the base for after the gold is loaded. The last one being at the front gate. Someone may want to add one more outside of the base, but the thought is that the axis may as well head for the final deliver spot.

I left it so once the truck hits the spline of the entity removal, it will display a message (wm_announce) so it's easier to see where to set up the actions (or move the positions).

The crane will automatically run once the controls are built; I couldn't think of a better way to do it other than setting up some fake goal (like a steal) that all the bots would try to get. That may work because it's a trigger and not a button, but it seemed like it could get messy. I may try it later (after the bots are playing) and see how it goes.

EDIT: Either way it's done, there shouldn't be any problem having the bots "understand" that it happened. As it's working now, the trigger to move to the next phase is the completion of the construct. If it's done with a fake steal action, I will add another fake entity for event_explode that will be triggered when the crane is started.


Allied bots will spawn at CP once it's built.
Attached Files
File Type: zip sd2_mapscript.zip (7.7 KB, 503 views)

Last edited by CrapShoot; 18-09-2006 at 22:34..
  
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