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Re: Ammodepot (Cement island) waypoint project
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TomTom
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Default Re: Ammodepot (Cement island) waypoint project - 10-10-2007

Thanks for the feedback.
1. Initially the engineers will take the sewer and plant at the back because the anti-tank sea doors have to be blown before the front sand pile dynos can be active.
Now in my experience with Humans it is hard blowing the sand pile from the front unless multiple dynamites get planted (Axis can camp on the gantry protected from most allied fire and the fixed mgs are murder). Now the bots probably blow the sand pile from the back mostly because they survive better getting there. I could possibly tweak the waypoints to encourage the bot to navigate towards the front plants but there is no simple way to ensure a higher success rate. I think I would like to hear from others if they think it is wrong to blow from the back.
2. I left the command post as normal priority because if I make it high priority the Allied Cvops do not focus as well as they should on the 2 barriers and More importantly it would draw axis engineers out of the depot when they are needed to build the barriers and defuse at the ammo. Now I could increase the priority but to avoid the latter problem I would have to disable the Axis building it soon after the start of the game (e.g when the anti-tank doors are blown. Also I don't want the allied engrs backtracking to builld the CP say after blowing the depot gates, instead of being focussed on the ammo. A problem with Fritzbot Priorities is they are fixed at the beginning of the game and the waypointer can only turn the related actions on off during the play not shuffle the priority logic.
3. To do what you ask I would disable the dyno at the depot gates to favor the cvop satchel. But then if the Cvop s were dead the engrs would look like idiots standing there waiting for 30 or more seconds for the next wave of cvops. You see I don't have direct control of the priority here either. I can change the construct and defuse priority but not the dyno priority directly. The only influence on the dyno priority is how many other high priority actions are there for the engr to do (i.e. indirect). Adding an engr camp nearby could draw an allied engr away from planting the dyno but likewise since they are equal priority, you would sometimes view the engrs as idiots waiting for cvops.
4. I am afraid I tend to frame my answers for multiple audiences with much detail. Advanced waypointer terms like func_constructible and trigger_objective_info (TOI) are some of the software objects that make up the original map. A TOI defines the area in the map where an objective exists and provides a link to another object as well as the hint as to what action is required. E.G. a func_explosive that is defined as being able to experience pain can be anything from a grenade-able barrier to a dynamitable objective that can't be rebuilt/repaired. Now a TOI that points to that func_explosive can communicate some of the state info about the func object to other parts of the game and so in waypointing for Fritzbot TOI entities are very important.
  
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