Re: Ammodepot (Cement island) waypoint project -
12-09-2007
OK I have been back on this map this past week trying to perfect it for release by getting the axis engr bots defusing the dynamite in the depot. Unfortunately I came to the conclusion that it is near impossible;
(1) The map needs to be construct priority 1 so the axis will build the defenses ASAP to keep the allies out of the depot.
(2) The anttena (sic) base and the ammo shipment are just TOIs that target func_explosives and test as lower in priority than the defences.
(3) Even if the bots had time to rebuild the defences then attend to the defusing, once both of the defenses are built I have to disable the dyno-defuse combo actions to avoid making the allied engrs zombie outside the depot. I thought that adding defuse only actions (that would not be disabled) should take care of that but in testing these actions by themselves, I found the bots attending to minor priorities not the defuse actions. If any of the other waypointers know how to make a defuse-only action work on a TOI->func_explosive please post the details.
(4) and I tried using the dynamited event on the func_explosive but that does not work and the mapper did not define a scriptname for the TOI so I can't use the dynamited event on it like in CAHA_tavern.
Anyway while there may be no good solution to the defuse if both defenses are built, I did figure that if only I was dealing with func_constructibles and not func_explosives that I could arrange the defuse to be about the same priority as the 2 defenses. Originally I hoped to somehow replace the ammo shipment func_explosive by placing the func_constructible in the same place, but I found that seemingly if they consumed the same space that the new entity dynamited event was not triggered (though it did experience pain or death). I also got the cryptic SV_areaentities = MAXCOUNT message. and again with the old TOI having no scriptname property I don't think I can override it either.
So my solution is to add a new objective at the back of the dock near the mg to dynamite the big shells along the wall behind the crates. One Bot in three does come to defuse it because it is a priority defuse on a func_constructible.
So I am inviting feedback and suggestions since I will have to re-balance the map;
Option 1: Allies have to dynamite at the big shells only to win (the old ammo shipments will be absent from the map). (I seem to be able to override the limbo camera for the ammo shipment so the limbo menu should be correctible)
Option 2: Allies have to dynamite both the old ammo shipment AND the big shells at the back to win. To balance this I might have to add a time extension if they dynamite one of the two within the 30 minute limit.
Option 3: Allies have to dynamite both to win, but if the timelimit is hit the win will still be accorded to the Allies if enough objectives are complete. (e.g. They own the command post, have blown one of the two ammo supplies and have blown the anttena base.)
Or come up with your own preferred combo.
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