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Waypoint Forum A place to request waypoints for a specific map, or to check on the progress of waypoints for your favorite maps.

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mp_sub
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Nova2001
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Default mp_sub - 09-04-2007

Hello. Mp_sub has wound up in a number of my more recent campaigns, and I've grown somewhat frustrated with it. Compared to the original version, the ET map seems much easier for the Allies. I think the Axis are spawning incorrectly, as they never (never) never make it to the blast doors in time to defuse dynamite.

Is it possible to get them to spawn at the unbuilt Allied command center, until the blast doors are blown up? Or does that require redoing the map? If it's a simple fix, it'd greatly help.

Also, the Axis soldiers almost always mob the right-most door that leads out of their spawn point, causing them to waste precious seconds trying to jump over one another and clogging things up. Encouraging a few to go left would make spawning much smoother.

Other than that, the map is a lot of fun. I believe the waypoints are Denny's work, and it's solidly done, as always.
  
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TomTom
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Default Re: mp_sub - 10-04-2007

Das Boot ???- mp_sub_rc1 is by 420Blunt & Crapshoot

Spawn changes are done in the map script file. And No. Bots don't get to chose. That requires free choice for which you have eat that damn forbidden apple (in old English apple meant fruit, any type.) Yes bots are too ashamed to go around naked, starkers, au naturel, al fresco... but you still have to EAT the Fruit!

Yah getting the bots to use 2 doors of a spawn is always an issue. While they don't have free choice they do randomize their choice within a priority level and that means it can take a fair number of routes to cover enough things (look at Goldrush). My idea would be for Mal to add a route action of say 1024, -2 or something distinct as a don't care/Any action so we could force bots to navigate down a few specific paths to the secondary routes without having to cover all the camp actions they may be running for.

Now imagine if we could get the bots to queue up for things...
  
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Nova2001
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Default Re: mp_sub - 10-04-2007

Ah, yes yes. I jumped back to RTCW for a second there. My apologies, 420Blunt & Crapshoot.

So, if I understand you correctly, they could choose their spawn point, if only they were naked enough. Huh.



Thanks!
  
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Nova2001
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Default Re: mp_sub - 12-04-2007

Question: When I was playing Seawall Battery the other day, the bots were spawning at both ends of the coast. How is this handled, if they can't choose spawnpoints for themselves?
  
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CrapShoot
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Default Re: mp_sub - 12-04-2007

Battery had the spawn selection hard coded into the mod. It was something that was going to be ported to script, but never finished. There are some things that can be done via map script, but I don't think you can spawn as axis at the unbuilt allied cp on sub. I couldn't seem to anyway..even though I could select it as a spawn point...

Attached a fix for the spawn; cleaned up pathing a bit and added a couple routes there. Should be greatly improved. Let me know if it needs more tweaking.
Attached Files
File Type: zip fritzSub_1.01.zip (11.9 KB, 496 views)
  
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Nova2001
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Default Re: mp_sub - 12-04-2007

Thanks! I'll check it out as soon as I'm back home (on the road right now).
  
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