I actually have a semi WIP system for doing this using vscripts and triggers. I'll see about cleaning it up a bit and sending it later this week.
On Sat, May 3, 2014 at 3:57 PM, Dennis B. <dennis.br...@online.de> wrote: > You can use the bot_show_battlefront or bot_show_occupy_time. > Bot_show_battlefront shows the navareas where bots would meet if they > would just run while bot_show_occupy_time will mark each navarea at the > time when the bots can reach them. CTs and Ts have diverent colors for that. > > > Am 03.05.2014 21:34, schrieb Michael Mayea: > > Adjusting player timings on a map is something that I spend a lot of time > on, and I think there could be a more practical way of doing it. Besides > spawning into the game, running the distance, recording the time, doing it > for both teams down multiple paths to each bombsite, there could be an > easier way to do it in Hammer. It's very time consuming and can go to waste > when you make sweeping changes to an area and have to calculate the timings > again. > > For any competitive map in CSGO timings can make or break it, it's one > of the most influential adjustments you can make that defines the map. It > would be great if there was a practical way of calculating timings inside > of Hammer, it would dramatically speed up my decision making ability when > first conceptualizing a map. > > A new Hammer feature where you can name paths, turn their visibility on > or off, see the time it would take a player to traverse, red or blue for > which team would be selected. > > I would find this to be a very powerful tool, perhaps it could be > implemented if other express their thoughts. > > > _______________________________________________ > Csgo_sdk mailing > listCsgo_sdk@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk > > > > _______________________________________________ > Csgo_sdk mailing list > Csgo_sdk@list.valvesoftware.com > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_sdk > >
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