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Meathead

Waypoint move Command?

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WHats the command to get a group/unit to move to the next waypoint?

The problem Im having is I have a group arrive at a WP and a cutscene is started using the WP "on Activation" box. After the Cutscene finishes everyone starts to move then all the sudden the cutscene starts all over again instead of the group moving to the next WP.

My script is just a modified version of the one from Mission 1 in the campaign:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

setacctime 1.0

leader player lockWP true

enableRadio false

leader player stop true

_camera = "camera" camCreate [9578.59,3540.29,1.66]

_camera cameraEffect ["internal","back"]

[guy1] join grpNull

[guy2] join grpNull

[guy3] join grpNull

[guy4] join grpNull

[guy5] join grpNull

[guy6] join grpNull

[guy7] join grpNull

leader player switchMove "effectStand"

a2 setbehaviour "safe"

a2 setPos [5613.124,3818.771,-0.009]

a2 setDir -177

guy1 setPos [5614.311,3813.665,0.001]

guy1 setDir -48

guy2 setPos [565.5,3814.0,0.001]

guy2 setDir -48

guy3 setPos [5613.416,3815.309,0.001]

guy3 setDir -48

guy4 setPos [5610.398,3810.027,-0.009]

guy4 setDir -168

guy5 setPos [5609.183,3811.581,0.006]

guy5 setDir 16

guy6 setPos [5612.182,3810.074,0.004]

guy6 setDir -23

guy7 setPos [5611.182,3810.025,0.004]

guy7 setDir -23

[aP, guy1, guy2, guy3, guy4, guy5, guy6, guy7] doWatch a2

[a2] doWatch aP

;=== 16:20:58

_camera camSetTarget [-22453.82,99119.29,11335.80]

_camera camSetPos [5616.07,3807.93,2.28]

_camera camSetFOV 0.700

_camera camCommit 0

@camCommitted _camera

;=== 16:21:31

_camera camSetTarget [-22453.82,99119.29,11335.79]

_camera camSetPos [5615.34,3810.41,2.13]

_camera camSetFOV 0.700

_camera camCommit 7

~2

leader player say "01v8"

@camCommitted _camera

leader player switchMove "effectStandTalk"

;=== 16:34:17

_camera camSetTarget [-64667.22,66688.84,33307.36]

_camera camSetPos [5613.84,3817.56,1.41]

_camera camSetFOV 0.700

_camera camCommit 0

@camCommitted _camera

;=== 16:34:45

_camera camSetTarget [-34988.70,91615.25,25381.03]

_camera camSetPos [5613.50,3817.19,2.39]

_camera camSetFOV 0.401

_camera camCommit 7

@camCommitted _camera

;=== 16:25:31

_camera camSetTarget velitel

_camera camSetPos [5602.92,3806.81,1.86]

_camera camSetFOV 0.486

_camera camCommit 0

@camCommitted _camera

;=== 16:25:53

_camera camSetPos [5614.30,3801.73,22.30]

_camera camSetFOV 0.486

_camera camCommit 6

@camCommitted _camera

;=== 16:34:17

_camera camSetTarget [-64667.22,66688.84,33307.36]

_camera camSetPos [5613.84,3817.56,1.41]

_camera camSetFOV 0.700

_camera camCommit 0

@camCommitted _camera

;=== 16:34:45

_camera camSetTarget [-34988.70,91615.25,25381.03]

_camera camSetPos [5613.50,3817.19,2.39]

_camera camSetFOV 0.401

_camera camCommit 7

@camCommitted _camera

;ukonceni kamer a skriptu

player cameraEffect ["terminate","back"]

leader player switchMove ""

camDestroy _camera

a2 setBehaviour "aware"

[guy1, guy2, guy3, guy4, guy5, guy6, guy7] join group leader player

titleCut ["","BLACK IN",1]

saveGame

enableRadio true

leader player lockWP false

leader player stop false

Any ideas???

thx in advance,

Meat

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If this is your script,don't you need to exit at the end?

I don't think it's enough to do a camdestroy.

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ahh thx.

Silly me

what is the command line for moving to a waypoint by the way?

BAH its still doing it sad_o.gif Seems to be stuck repeating the waypoint with the cutscene in it.

Any other ideas?

Here download this mission and check out what Im doing wrong...

http://home.insightbb.com/~amy.hughes/photos/x1.Eden.zip

Its a remake of the first mission and requires these addons:

"BAS_MAH60",

"HYK_USsoldiers",

"lsr_uswp",

"jam_magazines",

"fz_ah64d",

"fz_helipilots"

whistle.gif

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Add this infront of camDestroy_camera:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_camera cameraEffect ["terminate", "back"]

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Then don't activate it with the WP but with the trigger or something.

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On reflection the exit isn't necessary.

I'm still studying the mission,because I'm

stumped.I'm almost sure the problem exists in the script.

But I can't be 100% certain.It's not an interaction between

any addons causing it.Because the same thing occurs even

with the bis units.There is something strange happening

though.

In the start of the script,the whole team is set to "grpNull".

When the script ends each member of the team is reassigned

to "leader group player".That's the point where it seems to be going wrong.

What should happen immediately,is that everyone is

told to "follow" one.But instead "3" is asked to "report status",

followed by "3" "is down".Which he isn't.

I even removed the join "grpnull" line,so the group stays

together,but after the script runs a different guy gets wrongly

reported as being "down".I verified that the unit is definately

dropping out of the group,using count.But the unit is alive and

well,and following the leader.

Basically I'm at a loss to explain it.

But I might try again tomorrow.

I hate leaving things unsolved.

Macser smile_o.gif

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>>WHats the command to get a group/unit to move to the next waypoint?

setCurrentWaypoint looks likely to me, but that's ArmA only.

lockWP false could be used in OFP, assuming the current waypoint's conditions would be satisfied.

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hello again,

Don't know if meathead's makin any progress,

but I certainly haven't.The only thing I've

managed to identify is that the script is indeed

looping.Using GetWpPos had unpredictable results

too.And lockWp false is already in the script.

Beats me.Still,the exact same script works

perfectly in the campaign mission.

Macser smile_o.gif

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UPDATE:

It works fine without my big mess of helicopter scripting I got going on.

I took out all that stuff that had to do with the insertion and dropped in some invis helo pads and changed everything to the drab transportunload/getout Waypoints now it works fine.

I guess its no big loss because helo insertion got all messed up as the overall troop count went up. Sucks too, watching the choppers coming in and hanging there a foot off the ground while the troops jumped out looked way cooler biggrin_o.gif

Im thinking of redoing it in an intro on its own though might work good that way.

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Well,that's a puzzler.I tried exactly what you just said too.

But it still looped.

So you have that camera script running fine then?

Ye know ye could still use an eject script if you want to.

There is a modified version of the one you used.But it

takes care of the fly in height automatically.So you'd have

no need for that big mass of triggers.

It's by ColSandersLite.

Have a look here

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just a quick look

this code at the end....leader player lockWP false...could it be resetting your wp?

just a total guess

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