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Re: Limitation of actions in the aiscript file
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TomTom
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Default Re: Limitation of actions in the aiscript file - 06-12-2007

Again if you look at a few more recently waypointed maps (e.g v1rocket_b2, saberpeak...) you can avoid the memory leak problem by using just one TOI for a group of splines. The trick is to link the TOI to a func_constructible and add a minor construct to the waypoints that is never enabled. The action test for that fake construct will be triggered anytime the line "construct <targetname>" appears in the script (use the targetname of that particular func_constructible). So instead of 5 TOIs and 5 func_explosives you can use 1 TOI, 1 func_constructible and 5 func_explosive. Then you need to do a lot of tests for the associated action_event_explode in the constructs action test. (See action 23 to action 27 checks inside of action 29's test block in most recent v1rocket_b2 post). This also saves on the need for more action tests at the expense of more keywords inside a single action test (limit is 64 keywords per test and 256 total).
I think there are examples in the wiki somewhere or in the forums. (Note; the alertentity for the func_explosive must be before the constuct command)

Update: downloaded the mlb_temple to look at the dynamites in the temple. All the associated func_explosives I found were equal to their TOI ent number Plus one;
temple corridoor wall crack (t649)
original trigger_objective_info 134
original func_explosive 135

temple caves access breach (wall2)
original trigger_objective_info 475
original func_explosive 476

floor breach to the escape caves (dalle)
original trigger_objective_info 477
original func_explosive 478

so you can do the second method just add the
action_event_explode actions with an action_ent one greater than the one you are using for the dynamite (verify with viewent to be sure)..


Last edited by TomTom; 06-12-2007 at 22:37..
  
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