... Hello mSparks... This looks like an EXCELLENT "plan".
(Let me start, simply at first... But please excuse my DEPTH.)
Would your example, above, be a replacement for the named "city.cfg" in all of our "mission" directories?
And the "city" map would be presumed
and loaded by your "city.cfg" name and then any prefixed versions, ie: city-1.cfg, city-2.cfg, etc? (The dash or an underscore naming-standard might be nice for maps with numbers, already?)
But,,, having the map's name, simply specfied with some more syntax and not a requirement on the file's name, MIGHT help lead to some very nice .cfg file naming-structures and standards for a particular movie title or for a special adventure, perhaps...
map=city.bmp; - or whatever syntax, you like?
(PS.. Map syntax was a part of William's CGF syntax-structure within his .cgf files, as "map city", from the very beginning.)
(Ps... Sorry about my CGF overviewing habit.)
((( Totally off topic... mSparks those very random Bot generated grenade BLASTs are LOTs of EDGY fun, as NASTY little random SURPRISEs!!!))) Thanks...
... Back to your current syntax...
"pause"=15; - how long to wait at start node, + random 0>15 seconds
I do like pausing a unit of Bots for a bit of added random-effect OR for a "nicer" penality, then LOSING Bots after a LOSS.
Also, this might give a human leader the chance to make a realistic decision about waiting for his paused Bot team or continuing, ahead, without them.
And, of course, having unknown or distant Bot teams randomly arrive to the RESCUE might be quite a bit of fun, also? (So,,, you thought that you just WON... Oops!!! Now,,, here comes their backup.)
(Small question, here... Will paused bots BREAK the command upon seeing the enemy or being hit, etc?)
QUOTEs (From the Private Testing section.)
(... I copied ALL this to keep it CLOSE to the Syntax.)
(The first "0 for Range" should make the bot camp until contact.)
Your quote, mSparks...
Im just getting back onto mission script in a sec, it might be that Ive got the times wrong for waiting, range 0 is still supposed to make them stay and wait for an ememy sighting, however I had to put a time limit on how long they stand around after I left it running on moviescript and came back to find to leaders waiting on opposite sides of temple not doing anything.
... mSparks, I have seen a bit of this "Non-Playing Bot" effect, myself...
Bots as "paused" enemy guards and as "neutral" prisoners, simply, standing in an un-visited area of the map...
They will simply SIT THERE like scenery, forever, waiting for the other paused or captive bots to do SOMETHING... (And if you are DEAD, you will, only, get to watch their problem and not interact to change their status.)
So,,, when ALL human-players have DIED, then simply end the game, 10 or so seconds later??? (Heck... We have played "our game" and we are all spectators, now... So,,, now,,, to me,,, it's time for the "score board",,, Folks!!!)
And, here's a "nothing" idea, of mine, for an invisible force...
I have added another model called "models/objects/force/tris.md2";
(It can be copied from the rope model and then simply, pushing down the graphics to make an invisible "force" that's holding the Captive... (just a thought)
... And I noticed that "skill" is not mentioned with Hostage???
(I was thinking about such "Greats", such as Lara Croft, as being one DANGEROUS little hostage, once she's released.