Quote:
Originally Posted by AtomicStryker
Didn't happen with my (very short) test, OnMapSpawn shouldnt fire again after a map has loaded ...
Well, a score-based Plugin to manage pathing would be my first choice anyway.
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Same I never had that problem. Also I like that idea of a score based plugin easier paths for losing teams.
Anyway with the cemetery dynamic pathing out of the way I finally got to finish the rest of my infected friendly version of C5M3 Cemetery. Things in this version are:
1. Point of No Return - Broken ladder near trailer/hole in house to force point of no return
2. Sewer Pipe Maze - This one isn't as cool looking as my pseudo hedge maze but it gets the job done. After going into the sewer and though the hallway to get to the ladder you will be redirected to the right by a huge pipe coming from the left. It will force you to circle around the ladder to the right near the wall before you can go and climb the ladder. With the Waterbreak plugin this makes this an even better place to attack and with Ghost Leap/Fly you can get into the holes in the wall where you can spawn even if the survivors are looking right at you. The Pipe is high enough that you can't jump over and low enough that you can duck spawn and the common can climb to attack.
3. Dynamic Graveyard Paths - As mentioned I added dynamic pathing for the graveyard, credit to Atomic for figuring out how to get dynamic paths. What I have done is stripped Valve's original logic_auto that that activates the logic_case, which chooses the path in the graveyard, based on director Anger. Then I just added a new logic_auto that randomly picks the path(there are 4 A-B-C-D) at map start. It should pick the same path for both teams. Try it out, it took a while to see all the paths but they are all there. Difficulty is based on which fence opens the closer it is to the highway. So if the first fence is open the path is harder/longer, if you need to walk all the way down the first lane to get in it's the easy path.
4. Graveyard Exit Blocker - Final addition is a wall toward the end of the graveyard that blocks the lower exit. It forces you to use the gates to the north to exit, giving the infected one last chance to attack.
After I finish C5M4 Quarter of the Parish it should be done(Finale is very balanced and doesn't need fixing) I will tackle infected friendly versions of Swamp Fever since it really needs it. Any suggestions or ideas for it are welcome.