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Kilo Zulu

Why are units ignoring cycle waypoints?

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I've had two situations where units have ignored their cycle waypoints and gone off to the waypoints that should only be activated by switch triggers.  I've got tons of units who use those same triggers, and they follow their paths correctly.

In the first, a group of infantry is supposed to walk a patrol until a trigger is called, then they run and board a helicopter for transport.  Instead, they would walk to the first waypoint, which is also where the cycle waypoint connects, and then turn right around and head for the chopper.  I eventually managed to work around it by moving waypoints around until it accepted the true route.  I don't know what I did that made it work, and they're not actually running the route I would like.

In the second instance, I have a jet that does a small loop out over the ocean until it gets called in for air support.  This one is harder to track, since it's too fast, and it's hard to tell when it hits a specific waypoint.  Even so, it's only got two waypoints and a cycle while it's waiting.  Nevertheless, it flies off on the rest of the waypoints, ignoring both the cycle and the trigger that's tied to it.

I've got to stress that nearly every unit in my mission is set up with a similar cycle & trigger combination.  All of them work except for these two.  I've even tied their cycle points to the triggers of other units that I know work, and the same thing happens.

Any ideas?

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If you've done everything right, this shouldn't happen so

i assume you made a mistake somewhere.

How do you let them board the helicopter?

By waypoint or by trigger's onActivation?

Or is it maybe the jet which activates the trigger for

those guards?

By what you wrote i can only guess and there are a lot

of guesses so i think it's better you post exactly what

you made (waypoints type of waypoints trigger details).

~S~ CD

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If you've done everything right, this shouldn't happen so

i assume you made a mistake somewhere.

How do you let them board the helicopter?

By waypoint or by trigger's onActivation?

Or is it maybe the jet which activates the trigger for

those guards?

By what you wrote i can only guess and there are a lot

of guesses so i think it's better you post exactly what

you made (waypoints type of waypoints trigger details).

~S~ CD

Well, seeing as how I was able to "fix" the infantry by moving the waypoints, rather than changing any of the scripting, I don't think it's anything to do with the helicopter setup. Here's the rundown, though:

Start position:

->move waypoint (careless, limited speed)

| move waypoint

| move waypoint

-- cycle<-----trigger (switch, enemy detected once)

get in waypoint<--->synched w/ helo load waypoint

move (aware, normal speed, engage at will/open fire)

move

guard

I don't need a "unload transport" command because this is a multiplayer mission and I'm using Colonel Sanderslite helidrop.sqs.

As for the jet, it is on a seperate trigger that only activates if enemy air units are detected. I figured out what the problem was, however: I'm an idiot. It turns out that the jet which was destroying my players' vehicle wasn't the enemy jets on standby, but rather a civillian piloted jet that was there completely for show.

You see, the players parachute into the combat zone, and I had a jet start off above them for effect. Unfortunately, a shilka detected the jet when it was West controlled, so I put a civillian at the helm so the shilka would ignore it. The jet flies to the edge of the map and is then deleted. Well, as the jet flies away it spots the boat meant to extract the players later on, and shoots them. Why a civillian, friendly to both sides, would fire on the PBR's is beyond me. I gave it a "never fire" command, and the problem was fixed.

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try infantry on save mode instead careless.

waypoints and planes never work very good. try gamelogics combined with triggers.

create 2 gamelogics and name them point1 and point2 (cycling points) then a trigger around every gamelogic (500*500, repeatly, activation by jet (by connecting the plane with the trigger with f2 key)). let the triggers send them from one point to another

"jet domove getpos point2" and in the other trigger "jet domove getpos point1". do a 3rd gamelogic were the attack should take place and let him fly there with same command as above started by a another trigger. hope you get what i mean, i can do you an example mission if not.

edit:

civilians with weapons somehow think they resistance.

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try infantry on save mode instead careless.

waypoints and planes never work very good. try gamelogics combined with triggers.

create 2 gamelogics and name them point1 and point2 (cycling points) then a trigger around every gamelogic (500*500, repeatly, activation by jet (by connecting the plane with the trigger with f2 key)). let the triggers send them from one point to another

"jet domove getpos point2" and in the other trigger "jet domove getpos point1".  do a 3rd gamelogic were the attack should take place and let him fly there with same command as above started by a another trigger. hope you get what i mean, i can do you an example mission if not.

edit:

civilians with weapons somehow think they resistance.

I'll switch them to safe mode, but I've got three other units doing the same exact thing, without trouble. That's whats got me puzzled. They're the only unit that seems to have an issue, even though there's no difference in their setup from any other.

They'll keep their weapons shouldered while safe mode?

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