GothicOne 0 Posted May 12, 2002 Dilemmas rather Shouldn't waypoints have names? Â I wish to, by if-then type trigger, break a unit's regular waypoint route if something occurs and go to an entirely different waypoint or a waypoint number of another unit. Â Or follow a unitname's waypoints starting with number say #5 etc. Â Sort of a hunter tracker scenario if you will. The logical way would be something like unitname goto unitname waypointX. Â X being one of that unit's waypoint numbers. Â But no such command Also I am having a pilot land a dammaged helo and movein a new one. Â When a trigger is hit he will movein helo. Â Before the trigger though his waypoint continuity is broken. Â He won't go to any waypoints on foot once he exits the helo but will get in helo2 after trigger. Â Argh. Â Why doesn't he continue to the next waypoint on foot once out of the helo? I take it it's not possible to insert a waypoint after the fact in the middle of a series of waypoints? This editor could be a lot easier. Â Anyone ever use Delta Force's editor, that thing was great. Â As a side question, will BIS create a more sophisticated GUI type editor for future releases? Thanks Share this post Link to post Share on other sites
Chris Death 0 Posted May 12, 2002 How to force a unit to a specific waypoint, without passing all the other waypoints between the actual and the desired one: place a unit for yourself, to watch this. place a unit (ai), create 4 waypoints for this unit. wp1 = move wp2 = move wp3 = hold wp4 = seek&destroy (or whatever you want) now create a trigger with type switch let this trigger be a radio call: alpha (so you can activate it at the time, you want) now syncronize this trigger with waypoint 3 (the hold one) syncronizing: press F5 and drag a line from wp3 to trigger Start the mission The AI unit should move to waypoint 1, then turn to waypoint 2, and if you don't use the radio call, it should stop finally at waypoint 3. Now start the mission again, and use the radio alpha command, before the unit reaches waypoint 1 or 2 --> what happens - it turns imidiately over to waypoint 4 ---------- for your pilot helo1 helo2 problem, i could need some more info of how you did this to be able to help ya. ---------- inserting waypoints is even already explained in the documentation which came with the original game ---------- forgive me, but i haven't seen many ingame editors with a complexity than OFP's one You can nearly do everything here, maybe some things are kinda tricky, but still not those things, you're talkin about The only required thing to understand the OFP editor is, get some tutorials, learn by asking/reading the comunity and check out http://www.ofpec.com Once you get your first feelings of success, you can't get enough of editing (at least in my case it happened) hope this brings light into the darkness ~S~ CD Share this post Link to post Share on other sites
GothicOne 0 Posted May 12, 2002 Aahaha, I never bothered to look at the ReadMe.chm file the entire time I've had the game. Â I didn't know BIS made an editor tutorial. Â Doh! Â Thanks for the heads up. Â As for the pilot and two helo's. Â Landing the damaged helo1 Type: unload waypoint #4 OnActivation: UnassignVehicle helo1; squad LeaveVehicle helo1 I use unassign because player is assigned as gunner(uh60-mg). Pilot gets out but won't go to next waypoint #5 on foot. Â #5 waypoint is just a default Move with a custom condition. Â I can remove the condition too and he still won't move. However sometimes he either stays standing next to the chopper or wanders off in the direction of waypoint #6,7,8,9. Â Maybe inhaled too much exhaust fumes. Share this post Link to post Share on other sites