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Re: northpole and saberpeak_fina waypoint needs
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TomTom
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Default Re: northpole and saberpeak_fina waypoint needs - 27-03-2007

Update:
For Northpole's tramway I won't be able to totally enclose with func_fakebrushes etc. Turns out there is no way to script in angled clipping surfaces (they can only be compiled into the .bsp) So more than 60% of the tram's travel I need something with surfaces that are non-orthogonal (to the grid). This means I can only trap the bot inside in the tramway near either landing. The tram also rotates 180 in the middle so the node connections will briefly pass through the opening likely drawing the bot near to falling out (ditto if he gets shot at). If I made the tram a "map_has_vehicle 1" case then all bots would be drawn to it that could see it wherever it was on its monorail. I'll have to do statistical testing when I get to testing what i have waypointed (still have the button to do). (manual test: 33% make it, 60% fall at the rotate point)

For saberpeak_final the bots do get back on the boat as long as they approach it from the rear (stern) or side (port). I am still trying to get them to be able to approach it from the front (Bow). Too bad the climbing ropes are only at the back. The next big problem is the way the boat backs up from the dock when the ammo is loaded (I'll have to get on to doing the fake_tois too).

My Virtual work expands to virtually fill the virtual World (so is ray tracing less filling?)

Last edited by TomTom; 27-03-2007 at 23:28.. Reason: mind the doors please engaging Tram...
  
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