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bigduke6

How to ignore waypoints after a trigger

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Hi all. Need a little help with this. Searched on 'delete AND waypoint' and thereabouts but couldn't find anything.

I'm writing another MP Nam helicopter pilot mission (for 2 players, hey if I had 4 players there would be no problem as all the Huey's would have 'human' pilots and not need AI control), this time a troop of 4 Hueys inserting a Platoon near an LZ. I've got game logic randomly making various VC units move to the area and attack, so its a bit random. The Huey's land one at a time, as it's a small LZ.

Anyway, problem is, if we lose a helo before the landings have started, it messes up the mission as the forces are out of balance and it knackers up my 'landing one after the other' logic. So, I have a trigger set up to check that

(the landings haven't started) AND

(any of the helos are destroyed)

and if true, to abort the landings and return to base. The detection logic of this trigger works fine, but then I need the helos to ignore all previous waypoints, and force them to return to base.

I have this in the trigger 'on activation'

helo1 move (getPos pad1)

also tried

helo1 domove [getpos pad1 select 0, getpos pad1 select 1,getpos pad1 select 2]

When the trigger activates, you can see the helo 'start' to change direction, but then they just head off to the bottom left corner of the map. ? Nowhere near either the base or any of the previous waypoints. Confused, I am.

Yes, the helicopter is called helo1, and there is an 'invisible H' called pad1 at the base.

Any help would be much appreciated.

Thanks, Mart

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Hey Mart!

Do you already have a final waypoint at the landing position for your choppers if the mission goes well? If so, then all that you need to do is change your trigger with the working condition line to a "switch" type of trigger and the sync (F5) the trigger to the last waypoint, your base location. If not, then make a final waypoint at the base location and follow the above steps. Let us know if it worked for you or if you need some more help.

Wadmann

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Wadmann,

Thanks alot. Nailed it. Seems a shame to put work in that only gets used if the whole mission goes pear-shaped, but I didn't want to just quit to a 'You lost' kind of screen. Getting the guys back to the base will be a new objective if the mission goes that way, so at least the players can succeed at something.

The 'switch' trigger can be linked to multiple waypoints for different groups as well, so the one trigger can redirect all the remaining Hueys at once. Superb. Opens up all sorts of 'logic' possibilities.

Thanks again,

Mart

'You know, someday this war's gonna end...'

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