Jump to content
Sign in to follow this  
madmedic

"cycle" waypoint

Recommended Posts

Okay...what am I doing wrong.

I have a chopper flying around in a loop of waypoints, using the "cycle" waypoint to keep it repeating the loop.

How do I terminate the loop?

I tried a trigger synchronized to the cycle waypoint, but that is not working.

I want the chopper to follow the loop till a certain event occurs...then it is supposed to fly back to base

Share this post


Link to post
Share on other sites

think you should add the trigger synced with the WP after the cycle one...not sure though

Share this post


Link to post
Share on other sites

Put a waypoint after the cycle one

Then in the condition (Try in the cycle with an !, and the next one with no !wink_o.gif

!Heli_RTB

Then, when the event occurs, do Heli_RTB=true

I *think*..

If that doesn't work, put a trigger over the cyle waypoint, big enough to catch the heli if it's a bit of course. Condtion Heli_RTB, on activation : heli move getmarkerpos base_marker

That should work, if not I'll have to play in the mission editor for a while, or someone else will answer.. My bet's on the second tounge2.gif

- Ben

Share this post


Link to post
Share on other sites

Editing with the chopper is so terrible!

I've encountered the same prob and after about hundred attempts (by synch triggers, by moving waypoints, and so on) i switched to a script:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

hind setfuel 0

@getpos hind select 2 < 15

hind setvelocity [0,0,0]

hind setpos getmarkerpos "markername"

This script is runned during a cutscene so there's no problem for me about about "disappearing issues".

You could try by moving a waypoint over the marker (SetWPPos command) and placing a trigger over it wich is activated at a certain condition that activated the script.

Klavan

Share this post


Link to post
Share on other sites

I FIGURED IT OUT yay.gif

It is done exactly like I was doing it (trigger synched to the CYCLE waypoint)

HOWEVER; the trigger type must be set as "SWITCH".

Share this post


Link to post
Share on other sites

Let me add some further information about type: SWITCH

at this point.

A SWITCH trigger switches the waypoint after the one which

is syncronised to the trigger to be the actual waypoint

of the group.

It doesn't matter if the waypoint has already been passed or if there were still unpassed waypoints before.

Using multiple activated switch triggers can give your missions

a whole lot of possibilities for considering: 'what if the player

would do this or that', as you can activate waypoints

or different sets of waypoints on different locations easily

that way.

Same goes for already passed situations, where the player would at the end maybe find enemy soldiers hanging around

and just waiting to get killed. wink_o.gif

To keep different sets of waypoints seperated from eachother

you can use the already mentioned cycle trigger or a hold

trigger.

There are some waypoints which btw can only be continued

or left by switch triggers;

hold: the unit/group would take position at the hold

wayoint and react on enemy activities close to them.

guard: once a unit/group reaches a guard waypoint it will

do the guard job - this means it will react onto enemy

presence no matter where but in consideration of distance

and size or strength or kind of the enemy presence.

This is done by OFP automatically

SUPPORT: can be used for supply units like medics, ammo/fuel,

medical vehicles and for vehicles. The supply units would

then do their job: healing - rearming - refueling, and in case

of vehicles the units would drive to the position of the waypoint, stop there and leave the vehicle. Another

unit could then use this vehicle, as it's kind'a unassigned from

the previous owner.

hope this brings some more light into this thread smile_o.gif

~S~ CD

Share this post


Link to post
Share on other sites
I FIGURED IT OUT yay.gif

It is done exactly like I was doing it (trigger synched to the CYCLE waypoint)

HOWEVER; the trigger type must be set as "SWITCH".

So many things to remember....... crazy_o.gif

Bad Klavan! banghead.gif

Share this post


Link to post
Share on other sites

You need to take care with synchronising a Guard waypoint with a Switch trigger.  If the units involved are armoured units the crew will often (always? not sure, but certainly most of the time) dismbark at the waypoint until the switch trigger fires.  Better is to have a WP after the Guard WP that is synchronised to the Switch trigger.  It doesn't matter what type of WP it is because the group will never go there.  They will be at their Guard waypoint (without disembarking) until the Switch trigger fires, then they will head for the WP after the one synchronised with the Switch trigger.

Share this post


Link to post
Share on other sites

since this thred is about waypoints i need help.. why doesnt this command work in the waypoint i have?

Spion fire[''Put'', ''Pipebomb'']

Share this post


Link to post
Share on other sites
since this thred is about waypoints i need help.. why doesnt this command work in the waypoint i have?

Spion fire[''Put'', ''Pipebomb'']

There's one thing to consider about waypoints and using

commands:

The OnActivation field of a waypoint becomes active, once

a unit/group has passed the waypoint and turns over to

the next waypoint.

The OnActivation field of a GUARD/HOLD/Support waypoint

will not become used as these waypoints will never got

passed by a unit/group (like i already mentioned above).

And if you're using a SWITCH trigger it will also not help,

as you would switch the unit to use the next waypoint, ignoring everything before (includes OnActivation field from

the previous waypoint).

~S~ CD

Share this post


Link to post
Share on other sites
since this thred is about waypoints i need help.. why doesnt this command work in the waypoint i have?

Spion fire[''Put'', ''Pipebomb'']

That should work (assuming the unit is named "Spion"...and that he is equipped with the "put" weapon, and the "pipebomb" ammo)

Try it again with the standard BIS "blackop" guy...I just tried, and it worked.

If you are using one of the newer, custom addons...it is possible that the unit is equipped with a "bomb" that is called something besides "pipebomb"

Share this post


Link to post
Share on other sites

I believe there's a syntax error. Try something like:

spion action ["put","pipebomb"]

I don't think the fire command can be used with satchel charges.

Share this post


Link to post
Share on other sites
I believe there's a syntax error. Try something like:

spion action ["put","pipebomb"]

I don't think the fire command can be used with satchel charges.

No, actually he has the syntax correct.

To set the bomb the syntax is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">spion fire ["put", "pipebomb"]

"put" is actually the weapon, and "pipebomb" is the ammo.

To make him detonate the bomb, the syntax is: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">spion action ["touchoff"]

I really think the problem is with the name of the ammo carried by the unit he is using.

For instance...what I posted above works with the normal BIS Blackop operator, because he is equipped with "put" in his weapons, and "pipebomb" in his ammo.

However; if the unit he is using was equipped with...say, the C4 from Inquisitors weapon pack, the syntax would be:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Spion fire ["inq_put", "inq_c4"] because he is equipped with "INQ_put" in his weapons, and "INQ_C4" in his ammo.

(the touchoff action is the same, though.)

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  

×