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Waypoint Problems [message #115559] Sun, 19 September 2004 18:31 Go to next message
Sanada78 is currently offline  Sanada78
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Commander

I've never really knew how these work but I have a problem with the GDI Havester. It doesn't follow the waypoints I layed out, but instead goes the wrong way. It still reaches the Tiberium Field and then follows the correct waypoints from then on, but it gets there before the Nod Havester, making it unfair.

http://www.n00bstories.com/image.fetch.php?id=1162367766

The waypoint settings are "Ground Vehicle" and "Innate Pathfind". The Nod Havester works and follows the correct waypoints.

If this helps, I've also taken a screen of the generated sectors.

http://www.n00bstories.com/image.fetch.php?id=1108990078


Ooh, nasty.
Waypoint Problems [message #115572] Sun, 19 September 2004 19:56 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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http://www.dr-oblivion.com/Forums/viewtopic.php?t=5

all the settings are in there


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Waypoint Problems [message #115597] Mon, 20 September 2004 02:32 Go to previous messageGo to next message
laeubi is currently offline  laeubi
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Colonel

You might find this helpfull: http://renhelp.co.uk/?tut=11
The waypoint must start before the other wypoints (thats right from what I see at the pics) and end INSIDE the tiberiumfield (There are different ones for GDI/Nod I think)


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Waypoint Problems [message #115683] Mon, 20 September 2004 13:40 Go to previous messageGo to next message
YSLMuffins is currently offline  YSLMuffins
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Try moving the first waypoint in the path that the harvester is ignoring around to the first way point that is farthest left.

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Waypoint Problems [message #115687] Mon, 20 September 2004 14:03 Go to previous messageGo to next message
Sanada78 is currently offline  Sanada78
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Commander

I moved the waypoints around, making them closer to the first node on the path to the Tiberium Field. It seemed the one to to the far left on the picture (where the Harvester seems to spawn first most of the time) was too far away, or not in the sector area. It wasn't a waypoint setting problem. Confused

The Nod Harvster is getting there first by about 5-8 seconds, but I can't really change much to make them more even. Hope that doesn't effect balance to much.

Thanks for the help, I sort of understand how they work now. Razz

BTW: Does anyone know which scripts library contains the Construstion Yard and Repair Pad (fixed) scripts?


Ooh, nasty.
Waypoint Problems [message #115801] Tue, 21 September 2004 02:54 Go to previous messageGo to next message
laeubi is currently offline  laeubi
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Colonel

Sanada78

BTW: Does anyone know which scripts library contains the Construstion Yard and Repair Pad (fixed) scripts?

Just use the last version of JW Custom Scripts.dll
Anod about the waypoint have u enabled '2way' ??


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Waypoint Problems [message #115850] Tue, 21 September 2004 10:04 Go to previous messageGo to next message
Slash0x is currently offline  Slash0x
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Just create a harvy path from the Refinery to the tiberium field (innate, two-way). I should pickup the correct cordinate paths, atleast, that's what I do on my maps. Razz

L3T'5 4LL THR0W 3GG5 4T D4 N00B! Smile
Waypoint Problems [message #115914] Tue, 21 September 2004 15:07 Go to previous messageGo to next message
Sanada78 is currently offline  Sanada78
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Laeubi

Sanada78

BTW: Does anyone know which scripts library contains the Construstion Yard and Repair Pad (fixed) scripts?

Just use the last version of JW Custom Scripts.dll
Anod about the waypoint have u enabled '2way' ??


Only on the waypoints going from the TibField to the Refinery. The one coming from the WF doesn't need it selected.


Ooh, nasty.
Waypoint Problems [message #115936] Wed, 22 September 2004 01:21 Go to previous messageGo to next message
laeubi is currently offline  laeubi
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Colonel

But its not wrong to activate this Wink
Because otherwhise you might have started in the wrong place with the waypath... so it lead from Tiberieumfiled to WF and not the other way round. Cool


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Waypoint Problems [message #116180] Thu, 23 September 2004 05:25 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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oblivion165

http://www.dr-oblivion.com/Forums/viewtopic.php?t=5

all the settings are in there


Nice tuts there dude o.O Very good work Smile

[zunnie]


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Waypoint Problems [message #116190] Thu, 23 September 2004 07:28 Go to previous messageGo to next message
Dan
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Commander
zunnie

oblivion165

http://www.dr-oblivion.com/Forums/viewtopic.php?t=5

all the settings are in there


Nice tuts there dude o.O Very good work Smile

[zunnie]


Holy shit I read that completely wrong...

Anyway... I dont know if this will help, but try putting a pathfind generator between the 2 nodes. In the ww maps I have looked at, they always do it like that. Might be worth a try
Waypoint Problems [message #116192] Thu, 23 September 2004 07:41 Go to previous messageGo to next message
zunnie is currently offline  zunnie
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Dan

zunnie

oblivion165

http://www.dr-oblivion.com/Forums/viewtopic.php?t=5

all the settings are in there


Nice tuts there dude o.O Very good work Smile

[zunnie]


Holy shit I read that completely wrong...

Anyway... I dont know if this will help, but try putting a pathfind generator between the 2 nodes. In the ww maps I have looked at, they always do it like that. Might be worth a try


Come again?


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Waypoint Problems [message #116197] Thu, 23 September 2004 08:15 Go to previous messageGo to next message
Dan
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Commander
I thought you said:

Nice tits there dude

instead of:

Nice tuts there dude
Waypoint Problems [message #116211] Thu, 23 September 2004 10:27 Go to previous message
zunnie is currently offline  zunnie
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Oh LOL Smile

[zunnie]


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