Some Questions About Hintnodes

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Chamboozer
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Some Questions About Hintnodes

Post by Chamboozer »

There are several hintnode issues in the map I am making, of which I am not experienced enough in to fix. Let me give you some examples.

1: Useless hintnodes
-The republic begins by taking cover behind some rocks to avoid turret fire. This goes exactly as planned, but once the CIS CP is captured, they will still use this hintnode, even though it serves no purpose.
-How can I make the AI abandon these hintnodes after the CP is captured?

2: Enemy Positions
-After capturing a CIS position, the Republic will take up the sniper hintnodes in the CIS bunkers, and will then be attacked from behind by the next CIS line of defense.
-How can I make only one team use certain hintnodes?

3: Ignoring 3rd and 4th Bunker
-I have set up four CIS bunkers away from a CP with AI planning running the NPC's by them. They will take up hintnode sniper positions in the first two bunkers, but they will ignore the 3rd and 4th.
-How can I change the importance of a certain hintnode over another hintnode, or over an AI planning path?

I know these questions might be difficult to answer, or maybe impossible to solve. Thanks in advance.
Penguin
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RE: Some Questions About Hintnodes

Post by Penguin »



1. I think you'll have to deactivate the hintnode in the lua, not sure.
2. Lua again
3. Lua maybe, unless you can weight hintnodes in ZE
Chamboozer
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RE: Some Questions About Hintnodes

Post by Chamboozer »

1. I think you'll have to deactivate the hintnode in the lua, not sure.
How would one go about that?
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