V-2 Factory Beta 2 is available. You can grab the file here: http://www.pcgamemods.com/5216/
Issues addressed:[ul]
- Over the last few days a ‘nasty’ scripting bug has reared its ugly head. If a certain chain of events occurred, then the v2 would not load on the train. And I saw yesterday an occurrence of the train not pulling into the station…(see below for details)
- ‘Death by choo-choo’ - the poor engineer repairing the train from inside the cab would not only kill himself, but kill any teammate within the cab. Issue has been resolved. There should be no more deaths by train repair in the cab (Engineers rejoice!)
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Changes/additions:[ul] - SW mode: SiliconSlick modified the script to handle SW correctly since this is a dual-objective map. The early allied victory is removed in SW mode
- Futile delivery: SiliconSlick has implemented a timer to check if the axis have enough time to deliver the v2. If not, then the futile effort is halted and allies are given the victory (why prolong the agony???)
- Side tunnel: I’ve added a side access tunnel from the south train tunnel entrance to the mid-point of the tunnel. It is controlled by axis team doors. This should help the choke point in the tunnel some.[/ul]
For those interested, the scripting bug was due to a trgger inside a func_constructible. This trigger did animation by loading the v2 onto the train and was called at a certain time. Well, if the func_constructible was destroyed when this animation trigger was being performed, the script would exit the trigger and go to the death function - never to return to the animation… I solved the problem by making a dummy script mover. Once the time triggers the animation, the dummy script mover is executed. If the func_constructible is destoryed, the dummy script mover continues on its way.
-Mustard
