Waypoints?! [message #230648] |
Wed, 15 November 2006 14:52 |
Burn
Messages: 160 Registered: November 2004
Karma: 0
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Recruit |
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This is just another quick question, and it may sound completely dumb. But, what I have is a bunch of soldiers running around because UseInnateBehavior is checked. Now, I'd like to make it so when they get within a close proximity of a path, they follow it. And, when they're done with the path they run around freely again until they get close to another path.
I thought they did it automatically. I tested it already and it seems to not be working. Is there a script I'm missing or something?
Help always appreciated.
- Burn
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Re: Waypoints?! [message #230681 is a reply to message #230648] |
Wed, 15 November 2006 20:26 |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
Karma: 0
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General (3 Stars) |
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It dosn't really work that way.. well it works almost like that.
With waypoints, the unit needs a direct path to the starting point on the waypath. Soldiers won't run to the closest point near them. The points have to be assigned to them.
Like you set a script on this bot, telling it to follow waypath ID 133. (example) The bot will then follow that waypath.
There is 2 things you can do. You can either make the waypath looping, so they would patrol the path. Or just make a line, and when they reach the end of the line, they will start running around freely again.
I don't know the best script to use for infantry, so hopefully someone else knows.
But still, that is how it would work.
[Updated on: Wed, 15 November 2006 20:26] Report message to a moderator
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Re: Waypoints?! [message #230883 is a reply to message #230648] |
Fri, 17 November 2006 15:14 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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jfw_guardjuty (somedin like that) has waypoint options as well as having other snazzies. havent tried it though.
note that not all of the jfw's work
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Waypoints?! [message #230891 is a reply to message #230648] |
Fri, 17 November 2006 15:27 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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that would be cool if you set a vehicle to a waypath and edit one of the waypoints to make em jump. too bad you'd probably have to add some more bones and scripts to the model.
(rubber mammy jumping off a cliff?) lol
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Waypoints?! [message #230895 is a reply to message #230648] |
Fri, 17 November 2006 15:35 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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i know...... man, i hate reality.
lets sue reality, or at least the ren engine
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Waypoints?! [message #230904 is a reply to message #230648] |
Fri, 17 November 2006 15:45 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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it was just a pun
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Waypoints?! [message #231385 is a reply to message #230648] |
Mon, 20 November 2006 16:29 |
Burn
Messages: 160 Registered: November 2004
Karma: 0
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Recruit |
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Hmm.. OK well this time I instead set up a looping waypoint. And, using the JFW_guard_duty command I just put in the waypath ID in and put the character spawner next to the waypath and generated the sectors. I have the new scripts installed as well. However, this time when I tried to run the level it just crashed befroe it even began.
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