Re: Rail Gun -
28-04-2008
That should not be necessary. The issue was with the herringbone pattern when the side nodes got too close to the script mover such that the bot would try to reach it through the engine sides. I tried 420Blunts stuff and narrowed the limits. It is good, but any waypoints of Railgun will suffer some of the same problems as supply depot. Specifically the team attacking suffers loss of ammo, charge bars and teamkills because the bots do not understand that the train is invulnerable.
The train support camps/roams will require a system of fake toi-construct communication because unlike other maps the train can be pushed back. There are already up to 8 tois used but I think 2 can be re-used. Now two are needed for the track switch (and a fake action helper), leaving say 4-6 tois for other things. The first tug could use say 4 toi-constructs for its position, and the the second tug would need the rest if available. Event expire or fake func_explosives could be used for the ammo state (loaded, transferring, delivered).
Moving the train by roams and an enlarged trigger as a non-objective script-mover would IMO reduce the map to almost deathmatch style. While it would free the engineers to focus on the CP, mineplants, controls and mgconstruct (if left in), it would give an advantage to the human player.
Anyway this discussion just reinforces the conclusion that while an interesting challenge, we will not create release-quality waypoints for railgun unless Mal releases a newer version of FritzBot ET
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