Jump to content
Sign in to follow this  
Medusa

How to complete a waypoint without reaching it?

Recommended Posts

I'm sure this is really simple but I can't seem to get it to work. I tried searching and experimenting for hours.

I have a search-and-destroy waypoint that the unit (west sniper) may not get to. So if the sniper is a human and doesn't quite get to the waypoint (can't see it in veteran mode obviously), the waypoint stays "current" even when the sniper completes his mission. The next waypoint is helo extract (synched LOAD and GET IN). AI helo refuses to pick up the sniper and fly him back to base because he never got to the previous waypoint. Yes I know how to force the helo to land and pick the guy up, but I'd rather do this correctly.

I want to force that waypoint to "complete" (as it were) and the unit to advance to the next waypoint when a certain enemy unit is dead. I tried the obvious, replacing "this" in the waypoint condition with "not (alive enemyunit)" but the waypoint still stays current until the unit gets to it. sad_o.gif

This has got to be simple!

Share this post


Link to post
Share on other sites

Hi,

Reading your post just made me think about something:

- from the official comref...

wapoint setWPPos position

Operand types:

wapoint: Array

position: Array

Type of returned value:

Nothing

Compatibility:

Version 1.21 required.

Description:

Set waypoint position. Waypoint is in format Waypoint . Position is in format Position2D .

Example:

[groupOne, 1] setWPPos getMarkerPos "MarkerOne"

Maybe just move the WP where the unit is. Logically it should activate it since the units IS in the WP range. I think it's worth a try. Good luck.

Cheers

Share this post


Link to post
Share on other sites

Let's say your sniper has to eliminate a target, called: target1

So you create a trigger to check wether he's got him or not (yet).

Trigger:

activation: none/once

type: switch

condition: not alive target1

Now you need to add one more waypoint after the seek&destroy waypoint (you can place it close to the s&d -

doesn't matter).

Finally you need to syncronize (press F5 and drag a line) the switch trigger with the waypoint after the seek&destroy waypoint.

Now once the unit called: targe1 is killed, the sniper will continue to wherever you send him after the syncronised waypoint.

~S~ CD

Share this post


Link to post
Share on other sites

I was just doing someting similiar to this last night!!!

DV Chris has the solution that worked for me, except I synced the Switch trigger to the S&D Waypoint.

Switch type triggers make the units goto the WP AFTER the one it is synced to!!

Share this post


Link to post
Share on other sites

OR, on condition

not alive target1

on activation:

[group1,1] SetWpPos getpos sniper

and he'll automaticly complete it, make it like a "destroy" wp or something, in s&d dooesn't it keep making you go around until there is a switch trigger? I think so.

Share this post


Link to post
Share on other sites

Just for clarification:

S&D waypoint ain't completed, once it has been reached.

The unit will still SEEK for something to be destroyed.

If they do not find something for a while, the waypoint becomes completed and they will head over to the next one.

Syncronising a switch trigger with an S&D waypoint may also

not be a good solution, as the S&D option won't be executed,

as long as the switch trigger is inactive. Now once the switch

trigger becomes active, the unit will head over to the waypoint behind the S&D wp ==> S&D was never executed

in this situation (only the location of the S&D wp was reached).

~S~ CD

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×