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How do I make the BGs attack?
Moderators: Hardmaps Administrator, *HmS*Wedge, *HmS*grunt, *HmS*Trevor, *HmS*LongBow
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Dustoff
Mon Jun 27 2005
Registered Member #605
Joined: Sun Apr 17 2005
Posts: 16
I have been working with a map. It is a coop play map that the coop has to defend the top of a hill. ( thats the short story) Well I can get some of my BGs to move in and attack. Others just sort of dont care LOL... Any ideas for me?

Dusty (127)
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*HmS*Wedge
Wed Jun 29 2005
Captain Slow

Registered Member #3
Joined: Fri Dec 19 2003
Location: Scotland
Posts: 4651
You have to set them to the correct team, they need to be set to red team, as coop team is always blue team they will attack you if they are set to red team ;)
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*HmS*shadowman
Wed Jun 29 2005
Registered Member #272
Joined: Thu Aug 19 2004
Location: uk
Posts: 64
Check they are not set to (4) guard or blind
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Dustoff
Thu Jun 30 2005
Registered Member #605
Joined: Sun Apr 17 2005
Posts: 16
thanks for the help... I will recheck all the BG's I set some red team waypoints and that helped..

Thanks
Dusty
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Deep Six
Thu Jun 30 2005
Registered Member #60
Joined: Tue Jan 13 2004
Location: Milwaukee, Wisconsin U.S.A.
Posts: 674
Hey Dustoff, Just a note with the red team waypoints. If too many bg's are set to run to the same waypoint, they will get there and simply stop, potentially grouping up to the point a player can rack up easy points with a single AT4 round.

I made that mistake with the first map I ever made. If the players dies in the bg assault -- when he/she returns to the confrontation site, there's 30 bg's lingering around in a big mass. I guess a way around that would be to set 2 waypoints for a group and keep it looped. The bg's will run back and forth like fools, but they'll stop where they're at to shoot and you won't get that pile up. (3)
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Dustoff
Tue Jul 12 2005
Registered Member #605
Joined: Sun Apr 17 2005
Posts: 16
Thanks that is what I needed.. that worked

Dusty

when you going to come shoot some bg's with us
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