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Waypaths [message #276367] Tue, 31 July 2007 14:53 Go to next message
Sn1per74* is currently offline  Sn1per74*
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How do I make a vehicle follow a waypath? Is it just like setting up a harvester's waypath? I looked on Renhelp but could find nothing.

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Re: Waypaths [message #276371 is a reply to message #276367] Tue, 31 July 2007 15:10 Go to previous messageGo to next message
Raptor RSF is currently offline  Raptor RSF
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i am working on that too now...
but the vehicle isnt gonna move Big Grin

i wanted to know what kind of waypath options i need to set for a spawner vehicle.

the spawn is working but it didnt move.

what option do i need to check and what are they for?:

1 Two way
2 Human
3 Air Vehicle
4 looping
5 Ground vehicle
6 innate pathfind



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Re: Waypaths [message #276379 is a reply to message #276371] Tue, 31 July 2007 16:11 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
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FYI mine is for a gunboat.

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[Updated on: Tue, 31 July 2007 16:11]

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Re: Waypaths [message #276383 is a reply to message #276367] Tue, 31 July 2007 16:19 Go to previous messageGo to next message
c0vert7 is currently offline  c0vert7
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What do u mean u looked at renhelp and it had nothing, there is a faq specifically just for this there Very Happy.


This is from renhelp.net

Quote:

You need to create a spawner for the vehicle OR create an instance of the vehicle on the map...

Create the waypath that you would like to use.

Record the Waypath start point, Waypath endpoint and the Waypath its self ID's.

Attach the "PDS_Test_Follow_Waypath" script to the vehicle or spawner object.

Fill in the appropriate settings on the script.

Next two sterps are most important!

Make SURE when you place the waypath, so that the vehicle has a DIRECT line of site to the start point, or else it will end up constantly driving into an obsticle in the wayl.

Place a HUMAN PATHFIND object in EACH base.

Then goto "PathFinding -> Generate" on the menu, and sit back and relax (Can take a while depending on the map and your computer)

Load up your map as a .pkg (for testing you should always start with .pkg), go into a 1 player LAN game, and watch the vehicle go

You can also add "M00_Base_Defense" script to the vehicle if you want them to fire, but they WILL stop if they kill something.
Re: Waypaths [message #276384 is a reply to message #276379] Tue, 31 July 2007 16:22 Go to previous messageGo to next message
Raptor RSF is currently offline  Raptor RSF
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I used thsi for the BattelTanx AI Tanks:
Created a Spawner for this Tank, attatched:
M03_BasePatrol (This needs the waypath id not the Id of a singel Waypoint!! I mention that on Renhlp also)

The Tank itself has attached:
M00_Base_Defence

For this to work you must chekc that several things are settet up right!:
- The "SightRange" Should be set to something like 100 or so or the Vehile just won't recognize you!
- The "SightArc" Should be 360° or the vehicle won't recognize you when you are behind it!
- The Turret settings should be settet so the Tank aktualli can turn completely around
- activate AIM2D, type Turret
- Be sure the Spawner AND the Tank are setted up for the right team!
- Be sure to have waypathes generated!!


this was posted earlyer. my NOD cargo truck is finally moving on my waypath Big Grin (to its point, the gdi agt lol Big Grin )

but meby it will work with a shooting vehicle too


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Re: Waypaths [message #276393 is a reply to message #276384] Tue, 31 July 2007 17:26 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
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TY! Another thing... I put a script zone on the ground with JFW_Character_Buy on it and filled in all the parameters. But ingame, on my serverside map, when I step on it, my server crashes. What's up?

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Re: Waypaths [message #276394 is a reply to message #276367] Tue, 31 July 2007 17:40 Go to previous messageGo to next message
c0vert7 is currently offline  c0vert7
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Did u spell teh character preset wrong?
Re: Waypaths [message #276395 is a reply to message #276394] Tue, 31 July 2007 17:43 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
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Nope, I copy and pasted.
New problemo! How would I go about destroying a laser fence when you step on a script zone? I heard to use a difficult script- M00_Trigger_Zone_Entered_RMV - Is there an easier way?


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Re: Waypaths [message #276407 is a reply to message #276395] Tue, 31 July 2007 18:31 Go to previous messageGo to next message
R315r4z0r is currently offline  R315r4z0r
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In the names, do spaces count? If so do you think you may of accidentally copied and pasted a space before or after the name?
Re: Waypaths [message #276411 is a reply to message #276407] Tue, 31 July 2007 18:38 Go to previous messageGo to next message
Sn1per74* is currently offline  Sn1per74*
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Nope. I didn't. I just checked. I also used JFW_Ppage or something like that.

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Re: Waypaths [message #276588 is a reply to message #276395] Wed, 01 August 2007 14:25 Go to previous messageGo to next message
SWNight is currently offline  SWNight
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Sn1per74* wrote on Tue, 31 July 2007 19:43

Nope, I copy and pasted.
New problemo! How would I go about destroying a laser fence when you step on a script zone? I heard to use a difficult script- M00_Trigger_Zone_Entered_RMV - Is there an easier way?


CdCyBoRg wrote on Wed, 01 August 2007 15:40

Make A Daves Arrow. Attach The Script >

JFW_Custom_Destroy_Building

Set The Id As The ID Of The Building. It's The ID from the Hash looking hut that you link to the building.
Leave Message As 0.

If you want to press a button to kill the building, Have A Switch Found Here.
Objects > Simple > Simple_DSAPO_Versions > Generic Switch
Put it where you want it in the map.
Then add this script to the switch >

JFW_Poke_Send_Custom


Only Put The ID In. This is the id of the Daves Arrow. Up Above ^.


Instead of JFW_Custom_Destroy_Building, use JFW_Custom_Destroy_Object


cncnick13 wrote on Fri, 24 August 2007 23:05

ok but will it work for vista

Ryu wrote on Sat, 25 August 2007 00:31

No, It will make your pc explode!!11 The Bomb

cncnick13 wrote on Sat, 25 August 2007 00:32

what you mean

Jerad Gray wrote on Wed, 26 September 2007 10:00

too bad EA murdered Westwood.

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[Updated on: Wed, 01 August 2007 14:26]

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Re: Waypaths [message #276611 is a reply to message #276588] Wed, 01 August 2007 16:52 Go to previous message
Sn1per74* is currently offline  Sn1per74*
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alz45 wrote on Wed, 01 August 2007 16:25

Sn1per74* wrote on Tue, 31 July 2007 19:43

Nope, I copy and pasted.
New problemo! How would I go about destroying a laser fence when you step on a script zone? I heard to use a difficult script- M00_Trigger_Zone_Entered_RMV - Is there an easier way?


CdCyBoRg wrote on Wed, 01 August 2007 15:40

Make A Daves Arrow. Attach The Script >

JFW_Custom_Destroy_Building

Set The Id As The ID Of The Building. It's The ID from the Hash looking hut that you link to the building.
Leave Message As 0.

If you want to press a button to kill the building, Have A Switch Found Here.
Objects > Simple > Simple_DSAPO_Versions > Generic Switch
Put it where you want it in the map.
Then add this script to the switch >

JFW_Poke_Send_Custom


Only Put The ID In. This is the id of the Daves Arrow. Up Above ^.


Instead of JFW_Custom_Destroy_Building, use JFW_Custom_Destroy_Object

If I only put the ID in, LE crashes...


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