You can name waypoint paths anything you want. It is my experience that a skirmish controlled player will use the shortest path into a base if there is no paths named Center, Flank, or Backdoor. I would THINK that any path into a base is a way in, so the ai *might* use it, but I dunno fer sure. However, I have tried naming three ways in, different names than Center, Flank, and Backdoor. This works, but I don't know about a fourth. Just try it. It may or may not work, but I think it will when conditions on the battlefied are right for the units out in the thick of it.
Another thing: You don't need no CombatZone. It really isn't necessary. However, if you want to draw attention to certain areas of the map so that skirmishControlled players can find them, then put the CombatZone around them. When you go into these zones, they'll follow you and find the ai recruitable objects there.
Ai Recruitable objects are found by skirmishControlled players when they are close to a path. About 18 feet wide is good for a door (you put garrisonable structures on each side of the entrance this far apart), so Ai Recruitable objects that are 9 feet away from the center lines will be found by skirmishControlled players. Even farther away works, such as 12-15 feet from center at corners, but I can say with certainty that if you place these recruitables close to paths, they will be found by the skirmishControlled player. Try this on a fourth path into a base. It may work, who knows?
One last thing:
You can make a path into a base that has a Y shape. The end is inside the base. The outside is where the Y is. Like this:
>---
\ | inside of base
\ |
-----|-->
/ |
>---
At times, this can make a poor playing map into a good one. Try that!
Edited by user
14 years ago |
Reason: Not specified