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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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FritzBot ET - apennines_b2 waypointing tip
ET Waypointing team member
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Post FritzBot ET - apennines_b2 waypointing tip - 29-09-2012

Some time ago I had started waypointing apennines_b2 (Apennines Research) for testing ideas on handling cases of one TOI having 2 different team constructions (like Fueldumps' Axis mg tower/ Allied mg nest construction outside the garage). I had originally thought of using fake_constructs but it takes 3 TOIs and apennines_b2 already had a pretty full slate of TOI objects.

Anyway I don't know if I am the first one to think of what I tried next.
I added an action at the construct for a neutral command post using the ent number of the mg tower entity (TOI). Then ran a few tests. So far tests have worked out, each side builds the towers, each side's Cvops destroy them and each side man the fixed mg that is built. Furthermore the axis are happy to also build the real command post 2 floors down in the same building.

So far my conclusion is where a 2-team constructable object is on the map, and it can be destroyed by a satchel charge consider using an \action_add 22 22 ... neutral command post instead of regular minor/major construct actions. One obvious point is the mg tower (or whatever the construction is) will have the same priority build/destroy status as the real command post. But some additional methods of adding extra satchel or minor/major constructs to the real command post can correct for that.

I'll post the waypoints as proof maybe next month.
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