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Aculaud

What can i do with a "support" waypoint?

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I don't know how to solve this. You can use some script instead of support wp but it's not effective.

Another way is to place ai commander, with one unit, to safe location and when you damage his unit he calls for support. But I don't know how to detect if support unit is ready for another movement (if you don't message 5-1-5 (ready), support unit stays in location you called it into and it's ignoring another support mesages) - (maybe command unitready).

Support waypoint is never active so you can not use on activation line and you can not use another wp (for example cycle wp).

I think there is no effective way of suppor units utilization in CTF.

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Yeah,

I thought so. Too bad. It s realy absurd leaving him standing next to his chopper/truck when enemy forces are advancing.

Well, thx for healing me, uhm ... gotta go .... bye .... good luck biggrin.gif

But i implemented it more to test and because i think it s great when you hear that chopper coming, and because in a MP map almost nobody ( i never seen one ! ) takes medic slot, unless it s the last slot available confused.gif

Reason why im putting all that stuff in ( making a big CTF map ) is because in MP games (even on small maps ) there is not always much going on. So i m making a CTF/CO-OP/SP crossing kind of game.

It s basicly a CTF that uses the whole map ( kogulev ) both sides of the island is occupied east-west, with in the middle an area of AI controlled resistance bases/camps/patrols, each side also has AI controlled AA and patrols ( tanks, AA on the weakpoints ) each side has a chopper, naval ( hehe ), and armorbase and a big base ( flag ) all lying some distance from each other.

There are many units, but no vehical respawn ( that s why i said that last abrams was worth alot of lives ! even the support ! There are empty support vehicles on map )

AI-AA is almost not to be taken from the air ! i made this so because i want sides to come up with a plan, without rambo's, planning to take out AA from the ground first ( and dealing with resistance patrols maybe tounge.gif ) and thinking everything through. The teamplay factor should come out like this.

Anyway the map is around 90% done, only have to do armorbase east, ammoboxes and briefing. And it s looking/playing great ! Especialy implementing AI in a CTF game is something i never saw in any mission and it works great ! Because mostly you play 4vs4 or 5vs5 ( that is already on the low side even on a small map ) you get the feeling of being a little more in a "war" with all the AI controlled units. You re playing it with 5 but you feel part of something bigger, and still there is one ultimate goal => enemy flag.

I can assure you flying over the resistance controlled area makes you a little uneasy biggrin.gif ( all res. patrols have AA, some better than others )and ejecting over it is something realy scary, you just know they are out there ....

Anyway, sorry to bother you with this blablabla ... but i m very satisfied with this map ! I think it shows biggrin.gif

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