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CarlGustaffa

Possible to advance on dismissed wp?

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Guess the topic sas it all; anyone knows how to 'cancel' a dismissed waypoint? Make them somehow get back together and advance to the next, other than making them see an enemy (reacting to an alarm i.e.)

Any ideas on this one?

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Hi CarlGustaffa,

Yup, I would like to know too...

Iv'e tried allsorts to make them move to another WP...

But as you say it seems only combat/contact with an enemy seems to work.

Arkon

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Not even a switch trigger synchronized with the waypoint? Works on hold waypoints.

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Hi Maddmatt,

Just gave that a try but they r oblivious it seems huh.gif

Thanks

Arkon

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Not 100% sure here, but I really believe I have tried the synching. Maybe adding a few units and quickly delete them again would do the needed trick? Any invisible units available for this?

I really like how they behave while being dismissed but not having them react to anything but enemy makes the dismissed waypoint a bit useless imho.

It should react to a sync OR units spotted.

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Put it on the bug-tracker, BIS will probably sort it out if you ask.

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You can use something like this to get them moving again:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">group1 setCurrentWaypoint [group1,3];

{_x doMove getpos _x} forEach units group1;

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Well, it sortof works. They will start moving and doing cycles again, but other waypoint info (speed, combatmode etc) are ignored for the corresponding waypoints after that.

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Hmm, I've had mixed results testing this actually! Sometimes they will update combat modes defined by future waypoints, other times completely ignore them. Very odd!

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The script commands work as expected, but it is still slightly simpler to have them use the waypoints. I've made 3 test missions from scratch, twice they use future waypoints correctly, once they ignore them. It might be related to the leader's randoms actions once dismissed? I'll test more.

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The script commands work as expected, but it is still slightly simpler to have them use the waypoints. I've made 3 test missions from scratch, twice they use future waypoints correctly, once they ignore them. It might be related to the leader's randoms actions once dismissed? I'll test more.

I think this should just be put on the bug tracker, it shouldn't be necessary to resort to scripting here.

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