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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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420Blunt
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Default Re: supplydepot2 - 07-11-2006

I hope nobody has done this yet, but I've added what crapshoot was saying about the fake steal action and it works perfectly.

I've attached the waypoint for you guys to look at.

Just add an allied engineer and watch him complete the objectives. You'll probably want to join the allies to help escort the truck, they seem to have a hard time escorting it.

Last edited by 420Blunt; 28-05-2008 at 22:08..
  
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Re: supplydepot2
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TomTom
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Default Re: supplydepot2 - 07-11-2006

I've got half a hour to spare so i'm looking at it now. I note the bot sight is still very high. One of my goals is to get the map working around a more normal 2500-3000 botsight (unless it proves impossible).

BTW last month I found (in testing allied bots only) that not disabling the truck at the first TOI (outside the forward spawn) worked better than disabling then re-enabling. The engineers only took a couple of seconds to decide to switch to the dynamite action and the truck didn't ever get forgotten (which it did 20% of the time if the truck was switched off then on).
  
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Re: supplydepot2
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420Blunt
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Default Re: supplydepot2 - 07-11-2006

I wasn't really sure on how you wanted to set it up. I just wanted to see if the fake steal action would work.
  
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Re: supplydepot2
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TomTom
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Default Re: supplydepot2 - 07-11-2006

And my thanks to you. It does seem to be better in the script file. the fake steal appears to get the engineer to build the controls quicker (although he handles 2 other objectives first). I am wondering about the bots hanging back effect when the truck is in the depot. In Crapshoot's original I only had to help the bots at the one fake toi at the back whereas now i have to nudge the truck at 3 of the TOIs. Configstrings says the truck is entity 112 and the aiscript uses 111? or should I spend more time on your TOI .script changes. (Sorry I just don't have time this week to use brute force or review all the changes.).
  
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Re: supplydepot2
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420Blunt
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Default Re: supplydepot2 - 07-11-2006

If you change the construct action for the controls to a construct_major the bots will go for it right after the depot gate is destroyed.

The entity used for the truck is the script mover. Entity #111.

The bots having troubles with the truck might be from the pathing it may need tweaking. I don't get why the engineers think the truck is broken sometimes and try to fix it.
  
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Re: supplydepot2
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TomTom
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Default Re: supplydepot2 - 07-11-2006

I think its something in Mals code I have seen engineers in goldrush
sometimes act like they are fixing the tank while moving it.
It seems that Mal left it to the other classes to man the tank.
I'll try to free up a hour or so wednesday to look over your stuff some more.

Right now my head
is just about ready to fall
in my lap....
t...

o..
p...hyujjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjjj jjjjjjjjjjjjj
  
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Re: supplydepot2
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TomTom
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Default Re: supplydepot2 - 09-11-2006

Hey 420Blunt:
Ok looking better after another hour of testing. Botsight of 3500 seemed workable but did see the engr not move from construct controls to the button a couple of times and I still sometimes have to nudge the truck off the spline to get the bots to follow it. I think I'll spare one more hour this week and if i don't find anything worse I'll work from this version later in the month. Thx.
  
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Re: supplydepot2
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TomTom
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Default Re: supplydepot2 - 11-11-2006

Decided to leave the problems behind the depot for later, So I've gone ahead to fill in the actions betwwen the start and the depot gate. I'll continue the WIP next week. Comments always welcome.
  
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Re: supplydepot2
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CrapShoot
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Default Re: supplydepot2 - 11-11-2006

It looks to me like the truck issues are path related. Remember that there is only one use for a one way path; and that is if the bot cannot by any means go in a certain direction between the two nodes (like a jump down). Any other time can result in problems. Radius' seem a bit small too. For some reason it looks like the default radius when adding the nodes was 40?

The trigger for the truck may be a bit small too I guess. If the truck has a scriptname associated with it, I'll be able to fix that.

Aside from pathing issues, the real major problem I saw was that half the Axis team is spawning back at the depot on the map start. I'll see about fixing that as well.

I'll work on the pathing for the first phase this weekend and see if the truck issues can be resolved.

EDIT: Well, it seems that the "fake" steal action is actually a real one. If you destroy the main gate to the depot, watch the bots go up and take the "objective". They even have the green objective Icon above their head...I'll see about fixing that too...

The pathing problem was mainly related to the fake steal action. It's in group 0, and because you activate group 0 in the default action test, the bots considered it active with no way of getting to it. Changing the group of action 14 will solve that, but we typically reserve group 0 for actions we turn off / on in script. So in a collaboration it would be best to not activate group 0 in the default action test (or ever).

EDIT (again):

After updating some of the pathing, I came to the conclusion that Fritz wants the mover to be a constructible (otherwise it assumes the mover to be damaged). I edited the map script and made the truck a constructible and there are no more "repair the vehicle" requests and escorting doesn't seem to be a problem any more.

I put actions 14 and 15 into group 9 to solve the problem mentioned above. There are still alot of tweaks / bugs, but this version (attached) should be much easier to troubleshoot the standard issues.
Attached Files
File Type: zip Fritz_supplydepot2_WIP0.11.zip (23.0 KB, 419 views)

Last edited by CrapShoot; 11-11-2006 at 20:06..
  
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Re: supplydepot2
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TomTom
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Default Re: supplydepot2 - 11-11-2006

Thanks Crapshoot You have the Con. I've got a week ahead thats overflowing in terms of work.
Yes I use 40 by default and then change them later on in late edits. (Typically I don't do as much in the open as in close quarters). So there are bound to be radii tweaks.
The fight for the Forward spawn would be better if more axis spawn there, but IMO you may also have to add Time extensions for the Allies when they blow the 2 gates, say wm_set_round_timelimit 10-15 to start, 25 for the first gate and 30+ for the depot gate. The final balance testing will determine the actual values.
re:Action 14 Yeah I must have missed editing the group num for a few actions. I think I got most of the Camps but I have not done a complete review. Thanks.
  
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