Medusa 0 Posted March 10, 2004 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. This has got to be simple! Share this post Link to post Share on other sites
AliMag 0 Posted March 10, 2004 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
Chris Death 0 Posted March 10, 2004 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
noundo 0 Posted March 10, 2004 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
MrZig 0 Posted March 10, 2004 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
Chris Death 0 Posted March 10, 2004 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