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Re: Breakout2 Waypoints
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TomTom
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Default Re: Breakout2 Waypoints - 07-04-2009

Ok 0.44 is now posted.
Changes:
I fixed the no goals case and no waypoint errors are reported to the console or in Hobbit's editor. I also fixed 2 typos that had kept two mobilemg42 camps inactive. I stopped the Axis defusing dyno at the road barrier construction, and limit the Allied engineer to only dyno this barrier while the tank is going through the tunnel. I fixed the flag action so it is active longer but no longer for field ops (they may still react to the node's node_flag). This frees up the Allied Fieldop to move the tank, aircan the mine barrier etc. Also I added an isolated path from a couple of initial allied spawn pads to force a bot or two to a point behind the tank initially, and/or to follow it into the rail tunnel rather than take the road tunnel. Hopefully this moves the tank to the footbridge faster.
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Please note: I did experience a couple of Max_game_char errors after adding about 3 more bots. The Map may have a leak affecting temporary entities. In FritBot 0.70c and in Omni-bot 0.71 /entitylist shows large jumps in the numbering of the tempentities. The number of tempentities listed is small but with each taking an index of 40-110 greater than the previous, it is possible that the highest entity number will exceed 1024 even though there is plenty of space for temp entities.


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