Hey xgzoq thanks for your input. Sorry to disapoint you but I am a few days at least from first WIP so what you must have tried out was 0.01 which is TEST. Just a partial waypoint for evaluating vehicle escort-repair-destruct and some pathing (specifically the bots on ice cause it is difficult for them). So at this stage of test all axis bots are attracted to any roams, camps and vehicles on the allied side. That will be changed shortly (and later on the fight for the fuel will be added). It is important that the bots be able to get off the ice quickly because bots that are fighting do not remain at a camp nor do they follow nodes. Now in this map any axis bots that come under fire in front of the gate will pursue their attacker if they are within bot sight and will likely pass on to the river. The only way to stop them going to the river would be to put up invisible walls (fakebrushes).
Yes I will eventually try to support inside dynamiting. However getting bots spawning at both spawns will take additional script resources and I do not get to chose what class or bot spawn where. Indeed the class order of respawning may mean it will be impossible to split a class between spawns. Now it would be easy to just make all the bots spawn inside when the allies capture the flag but I think you would like the attack to be 2 sided. This is where a strategy description is useful (attached file describes a possible first stage only).
Quote:
"another suggestion:Once the tank reached the depotyard successfully,made the flag owner allied permanence"
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I was thinking of class limiting the flag recapture to axis cvops at that point since they should also do the command post. Then if the axis have the flag they would defend the fuel and the tunnel entrances. If they lose the flag then the axis fall back to heavily defend the fuel and lightly defend the tunnel exits/launcher area.
Update; OK I found a spot for the new scripted team_WOLF_objective between the depot and initial house spawn. And it looks like a mix of classes including one in three engrs will respawn at the depot with the rest at the initial spawn (assuming all the team respawns at the same time, otherwise it fills the first 4 in the old spawn then the next 6 in the depot then splits the next 2 after that...).
And I now have all the scripted entities done, all path nodes and fixed objective actions placed. So if you have favorite camps or strategies now is the time to say since defining the action groupings is next on my To Do list. (Routing will be delayed until initial testing is completed but should be roughly defined in the strategy file before then)