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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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Re: supplydepot2
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  (#21)
MetalHead
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Default Re: supplydepot2 - 11-11-2006

Excellent work

1st class stuff, keep it up


btw IS there a DETAILED waypointing giude for ET waypointing?

yes read the rtcw one and go from there, but go where exactly?

off topic a little i do apologise.. my bad

Andy
  
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Re: supplydepot2
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CrapShoot
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Default Re: supplydepot2 - 11-11-2006

Try here for some info about waypointing for Fritz ET.
  
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Re: supplydepot2
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420Blunt
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Default Re: supplydepot2 - 12-11-2006

Crapshoot. Were you able to fix the steal action? Maybe changing the origin of the fake entity to some where on the map where the bots cannot reach will fix that?
  
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Re: supplydepot2
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CrapShoot
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Default Re: supplydepot2 - 12-11-2006

I plan on looking at that tomorrow when I see about fixing the Axis spawn problem. I think that actual entity can be removed and the steal action can be given a fake entity number (like 999)....If not, I'll just put it in some dark corner as you suggest.
  
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Re: supplydepot2
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CrapShoot
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Default Re: supplydepot2 - 20-11-2006

Just an update here...

The map is a mess. The bots still treat the truck as if it was "destroyed" and try and repair it. They also have trouble finding the trigger to move it. They get the general area, but wander around it...not having much luck trying to sort that out.

The Axis initial rear spawns will be difficult to disable as well. The map maker didn't give the entities a scriptname, so what would have been a simple "fix" will require removing all of the spawn points back there and creating new ones (alot of work).

I'll mess with it for another week, but I wouldn't expect much.
  
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Re: supplydepot2
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  (#26)
TomTom
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Default Re: supplydepot2 - 20-11-2006

Do the rear spawns really need to be disabled? I woukld have thought that adding more forward team_CTF_redspawn pads (near the flag or floor below) would be enough. In my test spawns work the pads appear to be picked by proximity in the x-y plane to the team_WOLF_objective entity.

The truck is a bit odd. the engrs always repairing it partly compensates for the touchy trigger but that is less than optimal. I tried scripting it as damageable but the command had no effect. I wonder if its health value could be modified and would that work in some way?
I should have time Wednesday to run it through hobbits bsp viewer and see if I can think of anything else.
Thanks for all your help on this one Crapshoot.
  
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Re: supplydepot2
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  (#27)
420Blunt
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Default Re: supplydepot2 - 21-11-2006

I figured out the spawn bug after comparing the script with supplydepot3.

If you look just under the spawntimes you'll see...

// Set starting spawns
// The wait command after is VERY IMPORTANT for correct spawns!
wait 500
setautospawn "Forward Bunker Spawn" 0
setautospawn "Forward Bunker Spawn" 1
wait 1000

Change it to look like this..

// Set starting spawns
// The wait command after is VERY IMPORTANT for correct spawns!
wait 150
setautospawn "Forward Bunker Spawn" 0
setautospawn "Allied Start" 1
wait 350

Also if you scroll down to the forward spawn section in the script you'll notice some setautospawns commented out. I uncommented them, but haven't went through and tested to make sure there were no problems.
  
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Re: supplydepot2
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TomTom
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Default Re: supplydepot2 - 21-11-2006

Good job 420blunt! It looks like Mortis also issued these fixes just a few months ago for supplydepot and supplydepot2. I wonder if the bsp of supplydepot3 has any fixes re:the truck...
  
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Re: supplydepot2
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TomTom
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Post Re: supplydepot2 - 23-01-2007

OK Everyone, I thought you would like an update. Crapshoot has kept at the problems in the map and made some great fixes in the script file and I have been fixing stuff as it crops up and we are getting quite close to a beta version. We are hoping Mal can do one more fix to make it possible to have a stronger balance with even teams. But if not then we could try giving axis a man advantage. There may be more work to make the axis regain control of the CP and defend the truck after the gold is stolen as well as better routes. But that is TBD.
Anyway the latest version is 0.26 in the directory here. All testers and comments welcome.
(BTW supply that is all but identical, crapshoot will try doing with different actions/locations for stopwatch mode so we can have 2 different strategies/versions)

Oops better make that version 0.29 some changes crapshoot advised me to make also needed a lot of active settings. also fixed axis cp, a new controls defend and other tweaks.
My apologies to the 3 people who visited before I could update my site...


.one Ringstellung to rule them all.

Last edited by TomTom; 24-01-2007 at 01:49..
  
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Re: supplydepot2
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  (#30)
TomTom
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Post Re: supplydepot2 - 24-01-2007

Just for the fun of it I have gone ahead and ported the current WIP of Supplydepot2 to Supplydepot3 (rev 0.29=>0.31).

Supplydepot3 is a variant map with a few tweaks that can make it a bit more fun IMO. It has health and ammo cabinets, one mgnest, a ladder instead of the swayback ramp and better small bunker huts at the first bend in the road. I have added a minimum number of extra actions and bots and may well make this the branch point for future revisions between the 2 maps.

So Once again go here for the links to download both versions.

- - -
some mapdownload links (untested)
http://dskteam.free.fr/download/maps/etmain/

http://pk3.gameservers.net/rtcwet/etpro/supplydepot3.pk3 (use save link as)


.one Ringstellung to rule them all.

Last edited by TomTom; 24-01-2007 at 17:46.. Reason: added map download links for those lacking the map file
  
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