Thanks for the feedback. Yes the map suffers (for bots) from too many high priority actions being available at the same time. Because there is almost always a high priority action I did not waypoint any camps for the attacking team (just roams), while for the defending team there are lots of camps to chose from if they are not pursuing flags or other objective actions.
Delaying the Gen A dynamite is an interesting idea I'll try some experiments and see what I can script..
Yes I can add a fake brush on top of gen A so you can't jump on top of it.
The mapper disabled landmines in the whole map and I don't think I can do anything about that.
It does not look possible to use the dynamite planted event on the generator to turn off other objectives. Chruker's site says the dynamite event can only be used on constructables. But there is a counting command I will experiment with anyway and see.
Thanks for all your ideas.
- - -
Update for the waypointers:
In testing it looks like the dynamited event does work with non-func_constructable connected TOIs. However the defused event does not work as Chruker stated. Also the accum <n> set_to_dynamitecount <toi> seems problematic. It did not count the dynamite I laid from inside the dynamited event and in other script blocks if the dynamite has blown and removed the toi then it stops ET saying it could not find the toi. Conclusion it should be possible to communicate the dynamited event on non-constructables through fake_tois to the aiscript but knowing when to reset is the problem. I guess a
Code:
wait 30
if_action_false N
activate stuff...
might be possible but not optimal.