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Author Topic: round and round the garden...  (Read 1150 times)

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Offline bedges

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round and round the garden...
« on: 13 Jul 2005, 19:24:00 »
this has probably been discussed before, but my choppers won't behave. they keep flying round in circles around their waypoints. it's as if they won't be satisfied until they fly directly over them, but being unwieldy choppers, can't quite dance on the sixpence they expect.

ideas?

Offline Ding

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Re:round and round the garden...
« Reply #1 on: 13 Jul 2005, 19:27:21 »
have you tried making the waypoint activation radius bigger?
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Offline bedges

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Re:round and round the garden...
« Reply #2 on: 13 Jul 2005, 19:38:05 »
i have. i have tried changing the behaviour, i have tried adding a countdown to force it to move on, but nothing...  :-\

Offline Mr.Peanut

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Re:round and round the garden...
« Reply #3 on: 13 Jul 2005, 19:41:53 »
bedges, does changing the flyinheight to less than 50 help?
urp!

Offline Blanco

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Re:round and round the garden...
« Reply #4 on: 13 Jul 2005, 19:44:46 »
Don't use too many waypoints and make sure they are not placed too close to eachother (+200-400m).

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Offline Baddo

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Re:round and round the garden...
« Reply #5 on: 13 Jul 2005, 19:47:03 »
One solution to this is to use a straight line (1 wp) to where you want the chopper to go, and do your paradrops etc. before actually being on the waypoint. Then the chopper flies straight over the spot. Dunno if that's possible in your mission.

:P

#Edit

That's a pretty annoying thing BTW. Might be so that there's a workaround, a replacement for standard waypoints somewhere as a script. The script could be made so that it accepts if the chopper flies close enough to the WP. Dunno if it exits.

:P
« Last Edit: 13 Jul 2005, 19:56:52 by Baddo »

Offline h-

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Re:round and round the garden...
« Reply #6 on: 13 Jul 2005, 19:51:23 »
Even better:
Don't use choppers in OFP

:P ::)
« Last Edit: 13 Jul 2005, 19:51:49 by HateR_Kint »
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Offline bedges

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Re:round and round the garden...
« Reply #7 on: 13 Jul 2005, 20:43:51 »
thanks for the responses gentlemen.

the waypoints are few and (fairly) far between. i have indeed used the fly-over-paradrop-trigger en route, and that part works well enough. but once the troops are out, the chopper starts whirling. another chopper nearby doesn't even make it to shore.

flyinheight 50 would mean killing the ejecting troops. but then i didn't mention a paradrop did i ;)

it may be that the choppers are too close to one another... this happened before when i had more than one in the vicinity.

qqqqqq

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Re:round and round the garden...
« Reply #8 on: 13 Jul 2005, 22:59:07 »
Try making small changes to the positions of the waypoints and the start positions of the choppers.   That sometimes helps.

Offline Pilot

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Re:round and round the garden...
« Reply #9 on: 13 Jul 2005, 23:35:40 »
If worst comes to worst, you can always script the waypoints, ex:
Heli move getpos  GameLogic1
@Heli distance GameLogic1 < 200
Heli move getpos GameLogic2
@Heli distance GameLogic2 < 200

and so on and so on.  Simply adjust the distance value to a value that works.

Also, the object for the waypoint doesn't have to be a gamelogic, it could be an object on the map, or an editor placed object.

Syntax definately not guarenteed, but I think you at least see what I mean.

And of course, this is meant to be a last ditch effort.  If you can get something simpler working, by all means, use that.  I have been known to do easy things the hard way ::)

-Student Pilot
« Last Edit: 13 Jul 2005, 23:37:40 by Student Pilot »

Drwyd

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Re:round and round the garden...
« Reply #10 on: 14 Jul 2005, 01:21:56 »
Choppers have a problem seeing  waypoints when over ~109 metres. If I remember right it is solvable with triggers

Edit: Yup that was it - grouped to helo, synced to WP, type switch

Edit2: Seems to work in Mp too and if you make the trigger radius 500 you don't get pause at each WP
« Last Edit: 14 Jul 2005, 01:55:23 by Drwyd »

Offline bedges

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Re:round and round the garden...
« Reply #11 on: 14 Jul 2005, 07:15:21 »
interesting - i shall give that a go, as in a separate mission i had problems getting a chopper across the map in anything less than twenty-odd waypoints...

@student pilot - that's the way i would have done it too, except with a #loop rather than the @ ;)