View Full Version : Cycles and Waypoints
Nov 15 2001, 21:55
Ok, I have a mision where a group of AI units search the woods for enemies. I have this set to cyle on the last waypoint (which is of course by the first waypoint. Now, question is.. I would like to be able to break that cycle and have them head to another waypoint.
The simulation is replicate an AI party searching untill a radio call tells them to come support a base (via a trigger of course.)
Nov 15 2001, 22:15
Let's see if I remember this off the top of my head:
Add a Move waypoint after the Cycle waypoint, and sync the Move waypoint with a trigger. Once the trigger goes off the cycle is broken, and the group will continue to the waypoints following the Move waypoint.
Nov 15 2001, 22:47
This was my first thought.. but didn't think it would work. I just tested your solution by having a guy run around me in a 40ft x 40ft square, made a move waypoint over about 100 yards off the cycle waypoint. Put a tank beside his last waypoint, put a trigger on the other side of the tank and synced it with his last move waypoint. I also added TitleText["Trigger Set","plain down"] on the activate of the trigger to make sure it went off. I then took the player, went over and set off the trigger, and it didn't break his cycle.
Any other suggestions?
Nov 15 2001, 23:49
After thinking about it for a sec and writing a script to which uses LockWP, etc. Couldn't you when the trigger fires, just have the unit join a group at the destination you want them at and he would take their waypoints? Can you join a group to a group??
Nov 16 2001, 09:26
Do not sync the last move waypoint, sync the cycle waypoint with the trigger, that will break the cycle.
Nov 19 2001, 02:30
I will try that.. but I would think that by doing that, you would stop the cycle, but when the trigger is set, it just starts its cycle.
Nov 19 2001, 10:36
Intruder is correct. Also, the trigger must be of type "Switch" (defaults to "None", but that won't work).
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