OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Torak on 10 Oct 2003, 11:46:52
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How do I get units to go where I tell them in a cutscene? I've given them waypoints, but then they stop at each WP to have a quick chat and a coffee, and they still take a straight line between them rather than follow the roads. And... well, OK, a bit of detail:
The intro is set on Winter Nogojev, and I have a unit of three BAS motorbikes. They are to drive from the second-to-westernmost base to the westernmost base, going through wossname, Krasnojev or whatever it's called. At the wire fence, I've set up a VCP (following the instructions in SoldF 2001, the Swedish standard manual ;D) with a barrel chicane and so on.
Now, the problems.
The bikes go off-road all the time, and only go by road when it's convenient for the poor dears. How do I make them stay on the roads?
How can I make them go straight through waypoints without stopping for a quick brew-up? I've tried using game logics and
bike1 domove route_1(where "route_#" are the game logic 'waypoints' and "bike1" is the lead bike; the others are in formation), but they seem to ignore it.
At the VCP, they don't seem to want to go through the big gap in the fence at the road, they always drive up and down along the fence a few times; they've never found the gap.
Also at the VCP, the soldiers manning it refuse to follow orders; they don't stand where I tell them, they cluster together, and the machine gunn
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the problem with ai if they seem to have a mind of their own which is why i suppose they call them ai....
anyway, the only real way to solve this is trial and error. try lowering the speed. also if you lowever their combat status to safe then i find they're more likely to stick to the roads.
otherwise, as it's a cutscene and you ahve the choice of filming it carefully, you could try a looping setpos script at some points for precise movements through, say, small gaps and stuff.
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Speed: full = units will pass the waypoints, regardless
of other members of their group having also reached the
waypoint yet.
Behaviour: Safe = units will try to use roads to get to
their destinations
:note - units will change their behaviour when they get
attacked or do detect enemies - try to use setcaptive true,
when it's a must that they should not change their behaviour
Behaviour: no change = aware = not safe ;)
To your VCP - that might maybe become solved, when using
behaviour "SAFE"
:note - if the VCP problem isn't solved that way, i'd suggest
you to: fade out to black - setpos them behind the gap and
fade in again.
~S~ CD
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Thanks, I'll try those ideas. Any more ideas, while we're at it?
What's the correct format for the "domove route_1" bits? I've tried adding a getpos, but that doesn't work; do I need a specific condition on the trigger moving them?
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I've tried using game logics and
Code:bike1 domove route_1
(where "route_#" are the game logic 'waypoints'
Just one thing i'd like to know:
how do you mean: route_# are the game logic waypoints?
A waypoint is accessable by getwppos command. I 'm not
aware of how you do access the waypoints by the name
route_#.
Check out the getWPPos command in the comref and see
yourself what i mean.
And for the doMove you should use:
unit doMove (getpos xx)
or
unit doMove position - while position can be a 2d or 3d position
array.
~S~ CD
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The "waypoints" were done using game logics, named route_0 to route_12.
Thanks, I'll try that format.