- i didn't notice that this thread came back to life again
You got it right - the script activates, once wp2 has been
Off course it's the position of the waypoint: scripted
@Blanco - imho it's not useless in sp - only if savegame is needed
at the point, where a scripted waypoint script is running.
But what if you start find an easy work-around?
What about a switch trigger, which would reenable the waypoint
before a scripted waypoint? This switch trigger could be enabled
by a variable or boolean, which can be stored by save-game.
Could be also some kind of numeric counter, which doesn't match
at first mission start, but at next.
This shouldn't be too complicated to be managed - or should it?
Off course there are situations, where this might become impossible, but also there are situations which could become
solved that way
The thread could become a sticky one - if there's the nead - but
i've moved over to addon making and at the mo i really got
not enough time to build up a real tutorial - i thought when making
this that the thread itself should be enough to learn something
Off course i wouldn't have a problem when somebody else put
a decent tutorial out of this together - he could even use my
example scripts for this - why not.