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Re: V1_rocket_b2 request waypoint
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TomTom
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Default Re: V1_rocket_b2 request waypoint - 29-11-2007

First function test is showing some issues. Allied engrs seem to only fix from behind the Lorraine supply tractor. If they are beside it they act like if they think it is fixed and needs to be escorted. I am going to try adding a parallel one way path centered on the vehicle to force a rear approach like in saberpeak. Beyond that I would have to investigate the related bsp entities.

The 2 stage bridge TOI only triggers re-building if dynamited twice (total destruct) and only triggers dynamiting if construction completed ("bridge reinforced"). I would need a lot of script resources (say 3-4 fake TOIs) to fully communicate the bridge state to the bots including the 2 of 4 states when it can be crossed. I looked at fueldump but in that map the bridge is less consequential to the match play so I guess that is why the bridge dynamite actions seem to remain inactive. One workaround might be to change the script to completely destroy the bridge with just 1 dynamiting so as to speed up the rebuilding.

Because of the problems giving the bots knowledge of when the bridge is half built and can be crossed, along with no other quick way for the allies to get to that side of the gate I have decided to do a very class based defense initially so that axis bots don't vacillate between camps and roams on different sides of the bridge. Axis engrs and medics on one side, Fieldops, soldiers the other, with cvops in reserve. Likewise Allied engr-support camps on the far side will be dependent on the state of the bridge.
  
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