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Flingotravels

Another irritating problem

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I want enemy patrols to be dynamic, so I give them 3 waypoints, all with a placement radius of 200. I set the last one to "cycle" and previewed the mission. However, the squad goes to the exact center of the waypoint every single time they make a round. I mean, how hard should this really be? There is no reason this shouldn't be working. I appreciate any help that can be given.

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adding a placement radius of 200 does nothing to the randomness of where they go. The radius is only for activating things that are in the radius. Like if I want something to happen when a unit enters the radius I can adjust the size, but the actual waypoint is still in the center. You will need some scripting to get what you want.

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Huh, I thought all placement radius tools did the same thing. Does anyone know how I would make patrols random within a certain area?

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adding a placement radius of 200 does nothing to the randomness of where they go. The radius is only for activating things that are in the radius. Like if I want something to happen when a unit enters the radius I can adjust the size, but the actual waypoint is still in the center. You will need some scripting to get what you want.

I believe you're mistaking here.

Paste the following simple example in the mission.sqm and run it only twice to see the difference.

I put the flag on the center of the waypoint... wink_o.gif

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

class Mission

{

randomSeed=254467;

class Intel

{

};

class Groups

{

items=2;

class Item0

{

side="WEST";

class Vehicles

{

items=1;

class Item0

{

position[]={9938.445313,26.730000,4071.841064};

azimut=180.000000;

id=0;

side="WEST";

vehicle="SoldierWB";

player="PLAYER COMMANDER";

leader=1;

skill=0.600000;

};

};

};

class Item1

{

side="WEST";

class Vehicles

{

items=9;

class Item0

{

position[]={9891.127930,26.730000,3884.126465};

id=1;

side="WEST";

vehicle="OfficerW";

leader=1;

rank="SERGEANT";

skill=0.466667;

};

class Item1

{

position[]={9894.127930,26.730000,3879.126465};

id=2;

side="WEST";

vehicle="SoldierWMG";

rank="CORPORAL";

skill=0.333333;

};

class Item2

{

position[]={9896.127930,26.730000,3879.126465};

id=3;

side="WEST";

vehicle="SoldierWG";

rank="CORPORAL";

skill=0.333333;

};

class Item3

{

position[]={9898.127930,26.730000,3879.126465};

id=4;

side="WEST";

vehicle="SoldierWG";

rank="CORPORAL";

skill=0.333333;

};

class Item4

{

position[]={9900.127930,26.730000,3879.126465};

id=5;

side="WEST";

vehicle="SoldierWLAW";

rank="CORPORAL";

skill=0.333333;

};

class Item5

{

position[]={9902.127930,26.730000,3879.126465};

id=6;

side="WEST";

vehicle="SoldierWMG";

skill=0.200000;

};

class Item6

{

position[]={9904.127930,26.730000,3879.126465};

id=7;

side="WEST";

vehicle="SoldierWB";

skill=0.200000;

};

class Item7

{

position[]={9906.127930,26.730000,3879.126465};

id=8;

side="WEST";

vehicle="SoldierWB";

skill=0.200000;

};

class Item8

{

position[]={9908.127930,26.730000,3879.126465};

id=9;

side="WEST";

vehicle="SoldierWB";

skill=0.200000;

};

};

class Waypoints

{

items=2;

class Item0

{

position[]={9885.050781,26.730000,3894.733887};

class Effects

{

};

showWP="NEVER";

};

class Item1

{

position[]={9940.875977,26.730000,4066.316650};

placement=200.000000;

class Effects

{

};

showWP="NEVER";

};

};

};

};

class Vehicles

{

items=1;

class Item0

{

position[]={9939.444336,26.730000,4065.910645};

id=10;

side="EMPTY";

vehicle="FlagCarrier";

skill=0.600000;

init="this setFlagTexture ""\flags\France.jpg""";

};

};

};

class Intro

{

randomSeed=746499;

class Intel

{

};

};

class OutroWin

{

randomSeed=9197059;

class Intel

{

};

};

class OutroLoose

{

randomSeed=3068931;

class Intel

{

};

};

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If the 'contence' of the radius is filled with the objects (buildings, trees, fences...), then the places where the units can go can be lowered, sometimes to the one single point. But in your case the units are going on exact center of the waypoint, so this may be not the case here.

As you said there is no reason this shouldn't be working. Try it on empty map (on Desert island) to see, if you get the same (negative) resault.

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