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> pl_badwater waypoints and script, used "areaonly" and "setarea"
assface
post Sep 12 2009, 11:30 PM
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pl_badwater waypoints and script. I used "areaonly" and "setarea".
I love this map so I had to do some new waypoints!! I spent hours tuning these, I think this is it.
Let me know if anythings wrong or could be improved, all I want is the best waypoints possible.

I also want to thank all the people here working on rcbot2!!!!
Thanks for all of your work!!!!


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assface
post Sep 17 2009, 11:49 PM
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I was hoping so bad that if you put the areaonly, and no red (or blue team) tags on the sentry waypoints that the engineers would work on munti-stage maps, No luck. I really want to get goldrush with engineers goin on.
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Cheeseh
post Sep 18 2009, 07:56 AM
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QUOTE(assface @ Sep 18 2009, 12:49 AM) *

I was hoping so bad that if you put the areaonly, and no red (or blue team) tags on the sentry waypoints that the engineers would work on munti-stage maps, No luck. I really want to get goldrush with engineers goin on.


you don't need areaonly on sentry waypoints . Just give it an area and make sure there is a script that has that area as part of defending at the apprpriate event
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assface
post Sep 18 2009, 01:37 PM
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QUOTE(Cheeseh @ Sep 18 2009, 12:56 AM) *

you don't need areaonly on sentry waypoints . Just give it an area and make sure there is a script that has that area as part of defending at the apprpriate event

On multi-stage maps the engies get stuck. I wanted to try to get the engies to ignore the waypoints in the previous or next stage. I think I read in one of these forums here that you believe that maybe the engies are seeing other sentry or teleporter waypoints from the previous or next stage.

Any chance? I think I set all waypoints accordingly, but no luck.

What if all the area "0" waypoints on stage 1 were changed to 1, and area 2 for stage 2? or is that a huge waste of time?

Sorry for all the damn questions!!
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Cheeseh
post Sep 18 2009, 02:14 PM
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QUOTE(assface @ Sep 18 2009, 02:37 PM) *

On multi-stage maps the engies get stuck. I wanted to try to get the engies to ignore the waypoints in the previous or next stage. I think I read in one of these forums here that you believe that maybe the engies are seeing other sentry or teleporter waypoints from the previous or next stage.

Any chance? I think I set all waypoints accordingly, but no luck.

What if all the area "0" waypoints on stage 1 were changed to 1, and area 2 for stage 2? or is that a huge waste of time?

Sorry for all the damn questions!!

you can let engineers ignore the waypoints with other ares by using the ...

areas:<area numbers>

script command

e.g.

areas:1,2

mean that bots will only use waypoints with those areas, if there was a sentry waypoint with another area, engineers will ignore them

-----
area 0 is always accessible so do not make anything area 0 if you want to make it area only,

areas must start from 1, not 0
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