Command Post and distance of planting of dynamite


(]UBC[ McNite) #1

First: a pic

What annoys me is the large distance you can still plant a dyno at to destroy the command post… this dyno lies at 256 units from the command post and will blow it up. The trigger around the command post is about 220 units away from the dyno.

How can I make the planting zone a lot smaller?


(Mean Mr. Mustard) #2

You can’t without having walls. The dyno blast radius is 400 units (hard coded in the game)


(]UBC[ McNite) #3

sucky… makes it too easy to dyno the command post… just plant outside and shoot down every defusing eng :banghead: :banghead: :banghead:


(Adacore) #4

The only real way to fix it is to make sure there’s no LOS from the command post to the outside - moving it round a corner or something should work, but I don’t know the layout of your map so it might not be practical.


(]UBC[ McNite) #5

well actually that spot is the best and most neutral spot for a command post… I didn’t even have one for a long time because I think its not necessary and doesn’t add to gameplay. But then it doesn’t takes from gameplay too so y not have one :smiley:


(Ifurita) #6

I don’t have a command post in my map, nor a forward spawn. Not all flags need them


(]UBC[ McNite) #7

The forward flag is a capturable flag pole. Its not connected at all to the command post (like on radar). Its just a command post that fits the scenery in that room and will add a bit of ET flair to the map.


(Orange) #8

I think that if you can add a CP, you should.
CP in a good position, especially neutral CPs, would probably create an attraction point and make the teams fight each other in more than just the objective area.
As someone who plays engineer 99.9% of the time, I can tell you that engineers love CPs. Built CP means almost twice faster deploying of landmines.