OK took a look again and corrected some stuff, likely fixing those mentioned bugs (to be verified). The problem now seems to be priority related (like glider). The constructs being prioritized leads the axis engr bots to spend too little time on blowing the main gate and objectives and too much time on the cliff ropes. However I am experimenting on a way to change priorities using 2 construct actions targeted at the same entity E.G.;
Code:
action 104 //axis rope major construct (minor construct is action 0)
{
...
//lets try some priority shifting
if_construct_built_false 104 and if_action_false 115 //is main gate blown?
wait 1
activateAction 0
if_construct_built_false 104 and if_action_false 115
wait 1
deactivateAction 104
wait 120
deactivateAction 0
wait 120
activateAction 104
}
So far it looks like it works albeit with a predictable delay. Still have to test some things to be sure. It did not seem to work properly when I used action 0 (the minor construct) for the action test and/or not delay the disable of the major construct #104
but I should retest jic.
I guess I will have to rethink the strategy now as Axis does not win because when the wall gets blown before the gate they don't attack the gate with the force needed to blow it. I may have to make the strategy more sequential.
- - -
2) Defuse only actions are useless alas, they are ignored in all testing I have done. The only way I guess would be to script a fake entity to be triggered on the dyno-planted to activate a normal plant-defuse action for 30 seconds. The bot engineers on the team of the human who planted would likely zombie for that time but at least the dyno could be defused (assuming the bots did not wait for a second plant).
4) Fake brushes at the main ladder do reduce the falling damage because you only fall down one of the two ladder distances.
6) I still do need to reduce the scrum at doors that slows down passage. Routes and better strategy should help.
I will post a WIP when axis start winning at least 20% or better