I have added another dummy bomb. I reused the old intel for MoM, forgot to fix this. I believe I already have every bot except medics using the IgnoreFlag attribute; can medics use it too? I thought any tag broke their healing behavior.
This is an odd bug. Checking again, sometimes the hud breaks, sometimes it's fine. I would just ignore this for now then. What does need to be fixed is the CP hud. That's an easy fix, by changing the
Cap Layout field of
team_control_point_master to "
0, 1". Mannhatten entity included for reference.
I'm not sure what to do about this. The stairs in the screenshot you posted are coated in func_nav_avoid which should work for any bots except mission bots, correct? I don't really have a problem with sentry busters going through them, but yeah, some giants can't fit through the shutters. Not really sure how to prevent them from doing it since they are already supposed to avoid them.
The reason they are able to break through is because they can randomly charge, and if they're looking towards the door when they charge, then they'll be moved far enough past the avoid. I would recommend moving the avoid up to the door itself.
Did this happen to you? The bots are set to stop spawning for the duration of the stun, so bots stacking up behind the door should be impossible.
On looking at the int demo 1, the problem actually appears to be with the logic in the gate. The previous wave had a robot capture the gate at the same time the wave ended, and the door ended up going down as the wave finished. Even though the door is reset on wave start, robots will still pile up on the other side of the door.
I think it's because you call
RecomputeBlockers only 1 second after wave start, and the door is still pretty wide open. Also because you don't send a
CancelPending to the door at any point to stop this, which is a bit tricky because the stun, pop_interface, and door are all controlled by the same relay.
It was suggested by another player that I split boss spawns from regular so that they COULDN'T spawn at the forward gate. Perhaps I should flip it so that they ONLY spawn at the forward gate?
I don't know what you mean by not spawning from the forward gate, wouldn't that defeat the purpose of having it? And it's fine to have bots come from the regular spawn anyway since it splits up the bots. The problem is that bots that come from the regular spawn take much longer to get to you, and it slows down the whole wave. What you could try doing is reworking this connection here, to let bots come from both spawns at the same pace. The thing you would need to watch out for here are your spawns, as all the bots are going off of the same spawn, and adding this would require more spawns and logic controlling them.