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mk82

create waypoint script

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Hello,

I wan't to make a mission where you have to observe an enemey outpost until a high ranking officer ("guba") apperas on the scene by jeep ("uaz"). The officer will leave the jeep and inspect the outpost. After that he'll go back on the jeep and proceed on his route.

Player has to eliminate the officer, when he insepects the outpost. But there is an obstacle: When the enemy detects you before the officer arrives, he'll cancel his visit, turn around and get back to his first location. I think that it would be the best solution to make a script that creates the officers waypoints.

How can I give my officer ("guba") a simple "move"-waypoint?

How can I give him a waypount "getout" / "getin" vehicle "uaz"?

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Waypoints can't be created - they can be moved or bypassed. That means you have two choices:

1. Waypoints & Switch Trigger

Lay out the whole path for the general in waypoints, but at the end add the escape route you want him to take. Make a trigger connected to the waypoint immediately before the escape route, make sure it is of the 'switch' type and will be tripped once the player is detected. When that happens, the general will skip his normal waypoints and go down the escape route.

1.b.

Use <general name> allowFleeing 1 - he should run away to his first waypoint, I think.

2. Script everything

No waypoints, just a long list of commands, eg.

<general name> doMove (getPos) <general's uaz>
<general name> assignAsDriver <general's uaz>
[<general name>] orderGetIn true

<general name> doMove <coordinates> / getMarkerPos "<markername>" / getPos <object eg. Game Logic>
unassignVehicle <general name>

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I tried 1.b, but did'n work.

What do you mean with "make sure it is of the 'switch' type"? Maybe I'll try to script everything, but waypoints would make thinks easier, I think.

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