Re: breakout_et_b2 navigation -
12-05-2008
Ok in a wholly new map I have confirmed your last 5 seconds defuse bug (using keyword-fix beta but I think the bug goes way back).
However your apparent fix can be explained differently. When the entity changes state to destroyed (killed) FritzBot searches for a single action with the same toi entity number then updates that action and triggers its aiscript test block. For dynamite actions it then checks if any other actions are linked and updates/triggers them. By not linking the actions and setting them active 1 the other dynamite actions are not updated and therefore remain Active till the map ends or until the aiscript deactivates them. This is similar to using regular dynamites where major_construct_plants should be used. (The type mismatch means the aiscript has to provide the activate/deactivate control explicitly.) Now if the de-linked actions were not active forever then the extra dynamites might lose focus if the goaltracker increments twice, but in aiscript method that still could be the rest of the map (depending on map and waypoints).
I think your idea is an interesting workaround, but until I evaluate the defuse behavior I would suggest linking all or all but one. If the defuse behavior suffers then the unlinked dynamite action might need to be located in the same space as a linked one. And of course the aiscript must deactivate the unlinked actions when the entity is blown. And to avoid having to test which action gets updated you can use the event_explode set to the func_explosive targeted by the entitiy's toi.
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