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Thread: How to complete a waypoint without reaching it?

  1. #1
    I'm sure this is really simple but I can't seem to get it to work. I tried searching and experimenting for hours.

    I have a search-and-destroy waypoint that the unit (west sniper) may not get to. So if the sniper is a human and doesn't quite get to the waypoint (can't see it in veteran mode obviously), the waypoint stays "current" even when the sniper completes his mission. The next waypoint is helo extract (synched LOAD and GET IN). AI helo refuses to pick up the sniper and fly him back to base because he never got to the previous waypoint. Yes I know how to force the helo to land and pick the guy up, but I'd rather do this correctly.

    I want to force that waypoint to "complete" (as it were) and the unit to advance to the next waypoint when a certain enemy unit is dead. I tried the obvious, replacing "this" in the waypoint condition with "not (alive enemyunit)" but the waypoint still stays current until the unit gets to it.

    This has got to be simple!




  2. #2
    Hi,

    Reading your post just made me think about something:

    - from the official comref...

    wapoint setWPPos position

    Operand types:
    wapoint: Array
    position: Array
    Type of returned value:
    Nothing
    Compatibility:
    Version 1.21 required.

    Description:
    Set waypoint position. Waypoint is in format Waypoint . Position is in format Position2D .

    Example:
    [groupOne, 1] setWPPos getMarkerPos "MarkerOne"


    Maybe just move the WP where the unit is. Logically it should activate it since the units IS in the WP range. I think it's worth a try. Good luck.

    Cheers

  3. #3
    Let's say your sniper has to eliminate a target, called: target1

    So you create a trigger to check wether he's got him or not (yet).

    Trigger:

    activation: none/once

    type: switch
    condition: not alive target1

    Now you need to add one more waypoint after the seek&destroy waypoint (you can place it close to the s&d -
    doesn't matter).

    Finally you need to syncronize (press F5 and drag a line) the switch trigger with the waypoint after the seek&destroy waypoint.

    Now once the unit called: targe1 is killed, the sniper will continue to wherever you send him after the syncronised waypoint.

    ~S~ CD
    http://www.swint.demon.nl/ofp/ofpec_work.gif
    Never argue with idiots - they just take you down to their level
    to beat you there with experience
    arabic objects/buildings thread

  4. #4
    I was just doing someting similiar to this last night!!!

    DV Chris has the solution that worked for me, except I synced the Switch trigger to the S&D Waypoint.

    Switch type triggers make the units goto the WP AFTER the one it is synced to!!
    United We Stand, Divided We Fall

  5. #5
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    OR, on condition

    not alive target1

    on activation:

    [group1,1] SetWpPos getpos sniper

    and he'll automaticly complete it, make it like a "destroy" wp or something, in s&d dooesn't it keep making you go around until there is a switch trigger? I think so.

  6. #6
    Just for clarification:

    S&D waypoint ain't completed, once it has been reached.
    The unit will still SEEK for something to be destroyed.
    If they do not find something for a while, the waypoint becomes completed and they will head over to the next one.


    Syncronising a switch trigger with an S&D waypoint may also
    not be a good solution, as the S&D option won't be executed,
    as long as the switch trigger is inactive. Now once the switch
    trigger becomes active, the unit will head over to the waypoint behind the S&D wp ==> S&D was never executed
    in this situation (only the location of the S&D wp was reached).

    ~S~ CD

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