rjuken beta4 1a + waypoints 0.9
rjuken
3D Map Preview — BSP v46 WebGL
1 "Primary Objective:**Build the Entry door to prevent access to the dam."
2 "Primary Objective:**Stop the Allies from securing the top of the dam."
3 "Primary Objective:**Prevent the Allies from building any explosive cache #1."
4 "Primary Objective:**Prevent the Allies from building any explosive cache #2."
5 "Primary Objective:**Destroy any trigger devices built for exploding the dam."
6 "Secondary Objective:**Establish a Command Post."
7 "Secondary Objective:**Protect the Electric Fence controls and repair as needed."
// Allied Objective Descriptions
1 "Primary Objective:**Gain access to the top of the dam."
2 "Primary Objective:**Capture and secure the top of the dam."
3 "Primary Objective:**Build Explosive Cache #1"
4 "Primary Objective:**Build Explosive Cache #2"
5 "Primary Objective:**Trigger the explosives at a safe distance."
6 "Secondary Objective:**Establish a Command Post."
7 "Secondary Objective:**Destroy the Electric Fence Controls."
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File Contents
| File | Size |
|---|---|
| rjuken_beta4_1a.pk3 | 10.5M |
| rjuken_goals.gm | 16K |
| rjuken.gm | 31K |
| rjuken.way | 5K |
[TODO:tr] Comments (1)
New Waypoints 0.9 created by Mateos ----------------------------------------------------- More consistent building then triggering end stuff Roles, routing, PLANT_Explosive_Trigger_Primer, goal management & stuckages Fixed elevator logic, improved Grate #4 exit (turbines room ceiling), improved last phase goal management, couple use points, disabled riflenades, weighted routing in favour of Grate #4 above elevator When Grate #4 is destroyed, lift top-to-bottom way is closed, in order to force bots to use that faster/more attack-effective way in (lift is shoot through, it's a massacre when reaching bottom/top) Discovered only now the Explosive Caches cannot be planted/destroyed by any mean... Managed Added ATTACK nodes for Allies at Dam Top + Fixed roles for Explosive Caches - Intermediate commit before properly handling bots stranded beyond the electrified door Region Trigger beyond the Electric Fence if players get trapped (e. g. Electric Fence Controls gets built while Allied players there) - Works, now to implement the game logic First pass at managing past the Electric Fence Second pass at managing past the Electric Fence Spawns clear final area roles + Manage_Fence_Way handles region trigger 1st then goals, to not conflict if region trigger already exists + Couple (important) stuckages Final area: priorities + fixes; stuckages Cabinets above north explosives are reachable Added a waypoint at Allied Spawn entities level to avoid bots dying because landing outside cushion surface + Added remaining cover spots + Moved couple CAMP_Electric_Fence_Controls nodes (the ones getting friendly-fired by dyno/satchel) + Entry Door use point depending on who owns the Top Dam Flag Entry Door defusing disabled if on Allied side + KillTrigger's + Scripted Grate #4 to be fast + Stuckages - Release Candidate
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