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Viriato

Waypoints tree

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Is there a way to create a waypoints tree?

Let me explain myself;

At a certain waypoint, a unit, based on a external variable (west present, Ap = alive, _this count > 0, ect... ) choose between 2 (or more) posible waypoints, and then follow normally, so, at a certain point a unit has a couple of "branchs" to choose upon an external variable, defined on the waypoint or other place.

I think that this could add a lot of flexibility on the mission editing.

Did any of the editing gurus know if there is a way to acomplish this?

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I know it is possible to choose for one waypoint or another. But I forgot how to do it confused.gif

In the campaign for example you can choose to send your squad to pos A or pos B. I think it should be possible to make a tree structure out of that yes.

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The "Switch" type trigger synchronized with waypoint will probably do the work you need. It is not as easy to use as full-featured waypoint tree would be, but it does nearly the same job.

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Hi Viriato

If you look at the editable version of BS06 in the CoC forum I used game logics to move waypoints in order to construct a waypoint tree for the enemy AI.

Dependent on user action the enemy AI will launch their tank attacks on three possible avenues of attack and launch a supporting amphibious attack on one of three possible beachheads with diferent objectives.

The system is complex but just work out the nodes on paper first. If you copy the waypoints, attendant gamelogics and the decision tree triggers you could use them as a template on any map.

When I have time I will write it up as a proper template at OFPEC but we are busy at CoC with other matters for now.

Waypoint trees are what we need though and maybe we will get them in OFP2 wink.gif

Kind Regards walker

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Many thanks to all of you, i will try to go deep on this subject.

wink.gif

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I'm trying to do something similar for a convoy/escort mission, but having some trouble.

1. When the convoy reaches a junction the waypoint calls a script.

2. My script outputs a sidechat from the convoy leader saying something along the lines of "We are here, where to now?" - WORKING

2. The script also creates 3 Radio triggers (Hotel, Juliet, India) - WORKING

3. I then use the setTriggersStatements on each radio trigger to call a route1 - 3 script that creates the waypoints for the particular route chosen. - NOT WORKING

_triggerRoute0=createTrigger["EmptyDetector",getPos player]; 
_triggerRoute0 setTriggerActivation ["HOTEL", "WEST D", true];
_triggerRoute0 setTriggerStatements["this", "[_convoyLead] execVM 'Routes\route1.sqf'", "hint 'trigger off'"]; 

_convoyLead is the group leader for the convoy.

Can anyone tell me how to get this working? or if perhaps there is an easier way to accomplish this?

Cheers

Edited by Wobbleyheadedbob

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