PDA

View Full Version : Brief run even if unit init sets speed mode to LIMITED



mtlphil
Sep 11 2011, 16:52
Hi everyone,

I'm trying to understand some weird behavior I'm seeing while learning the editor.

I've set up a small patrol route for an AT soldier. Nothing fancy, a rectangular routel of four MOVE waypoints with a CYCLE waypoint to repeat. All move waypoints have 'No Change' set for all the speed & combat mode options.

The unit itself has the following in the init:

this setSpeedMode "LIMITED"; this setBehaviour "CARELESS"; this setCombatMode "GREEN";


When I preview the map, the soldier will take off at a run towards the first waypoint then after about a second switches to walking. I would've expected that he would simply walk from the get go because of his init code.

Any idea what's causing this? Is this delay in him walking a result of the time it takes to process the init code at the start of a mission?

If I manually set the waypoint Speed option to Limited he will walk from the very moment he spawns. But I would've figured the unit init + the No Change setting in the waypoints would've accomplished that as well.

Thanks.

Grimes [3rd ID]
Sep 11 2011, 17:09
No Change might refer to a default setting, or only detects when speed is ordered and not set.

F2k Sel
Sep 11 2011, 17:35
There does seem to be a slight problem when scripting it rather than using the waypoint settings.

This doesn't happen when using domove followed by this setSpeedMode "LIMITED" so I'd say it's not due to a processing delay but a slight bug.

You could use this forcespeed 2 ;this setBehaviour "CARELESS"; this setCombatMode "GREEN";

This will work and to return it's speed to normal this forcespeed -1.

But I prefer just to place a waypoint directly on the unit as it save the time and effort of typing the commands and leaves the init box free of clutter for future use