OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Burn on 23 May 2003, 23:40:19
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HI EWERYONE ;D, I was wondering how to use markers instead of waypoints to make units go where I want them to. I think it was something like UNIT GetMarkerPos Markername, but how do u define what kind of behawiour the marker will activate, like open fire, angage at will etc, etc ::)... and is it possible to synch markers with trigers and other markes :-\. I would test this myself, but my computer is out of order for the moment :'(...
Thanx alot u bunch of loons ;D :P..................
Bizon OUT :-X
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grp1 move getMarkerPos "marker1"; leader grp1 setbehaviour "combat"; leader grp1 setcombatmode "red"
or something. syntax not guaranteed.
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:oThanx alot Maca m8 ;D :D :-*
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:oOh, and one more thing... About the synching part, is that possible with markers??? And witch do you think I should use... waypoints or markers, do waypoints really create so much lag as people say ::) :P...
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do waypoints really create so much lag as people say
Who says that??
No syncing is possible with markers. They are basically just points on a map. If you want markers to be destinations and do any syncing or behaviour changes then you will have to write a script. Example:
group1 move getmarkerpos "marker1"
@unitready leader group1
group1 setbehaviour "stealth"
or whatever. :)
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:)Thanx deaddog... I don't remember where on the forums I read it, but it was a discussion about what elements create the most lag in ofp and how to reduce them, and someone posted that reducing the ammounts of waypoints when making a mission should reduce some lag. I noticed when unPBOi'n toadlife's exelent Operation LoJack v2.01, that he had used nearly no waypoints at all, n' used markers and scripting instead, and I bet that tody's mission would hawe lagged much more on my shitty computer if he had used waypoints rather than markers ::)... but hey what do I know I'm just a no good n00b ;)... what do you think? ::)
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Lag probably has more to do with the number of units and groups than the actual waypoints themselves. Many mission makers do away with player waypoints because they tend to cause problems with human players. You know, if you don't do them in the right order then the game may not end or a chopper may not come get you, etc. :P AI is a different story, though.
Markers are perfectly valid as "waypoints" when used with scripts. This allows you to fine tune reactions or AI destinations depending on what the player does. I've also used them to create random destinations. Example: I want a BMP to randomly choose 1 of 10 locations, set far apart. Upon arrival, it choosed another one and so on. I put ten markers and set their size to zero (so they can't be seen on the map). You could also use game logics to do the same thing. It's easy to move the markers around in the editor to get them exactly where you want them or if you change your mind later. Don't set their size to zero until you finish making your mission. They are easier to see that way. ;D
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Waypoints do cause lag, but that's not a reason not to use them. Everything causes lag. The point is simply that you shouldn't use more waypoints than you need to: in particular, if you are having lag problems, then its better to have one large AI group than two small ones, since it halves the number of waypoints.
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Ok, got it... I thank you both for your great replys :D :-*
# ;D :-*Topic solved and locked :-* ;D#