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Hintnodes?
Posted: Thu Sep 25, 2008 3:02 pm
by jedi_pilot
Is there a way that you can limit hintnodes to only one AI trooper??? Thank's

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Re: Hintnodes?
Posted: Thu Sep 25, 2008 4:18 pm
by ryukaji
I thought they already were for only one...
Re: Hintnodes?
Posted: Thu Sep 25, 2008 4:28 pm
by jedi_pilot
When you have uber mode set up they aren't

. But even when uber mode isn't on, I still occasionaly see a couple of troopers clustered around one hintnode

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Re: Hintnodes?
Posted: Fri Sep 26, 2008 11:21 am
by Caleb1117
Not really a solution, besides making quite a few more hintnodes.
Re: Hintnodes?
Posted: Fri Sep 26, 2008 11:39 am
by Teancum
Yeah that's what I'd say too. Making a more hintnodes would split up where AI go.
Re: Hintnodes?
Posted: Fri Sep 26, 2008 5:22 pm
by jedi_pilot
That's what I figured. Thank's

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Re: Hintnodes?
Posted: Sat Sep 27, 2008 7:16 pm
by Tourny
TOurny Moment: (you may find this message helpful to ur thought process, if not then disregard this message)
Technically speaking, the AI, while yes, they are clustered around the same hintnode, are not all using it at the same time. There are two theories here:
1. They r fighting over it.
2. Say the first guy dies. They've got another one handy. Get it?
Re: Hintnodes?
Posted: Sat Sep 27, 2008 9:57 pm
by Blade
I've never really understood hintnodes. It's never seemed like the AI follow them. Do you just place them? Or is there some key tidbit that I'm missing?
Re: Hintnodes?
Posted: Sat Sep 27, 2008 10:28 pm
by Tourny
I found out that if you select, say Mines as its objective and then place it, it reverts back to sniper. YOu have to place it first and then select what you want it to do.
YAY! I was helpful without being rude!
Re: Hintnodes?
Posted: Sun Sep 28, 2008 3:07 am
by jedi_pilot
The AI do follow them, but almost to much

. That's why I have clusters of about four or five snipers around one node. But making multiple nodes should do the trick in fixing that

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