CarlGustaffa 4 Posted April 8, 2007 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? Share this post Link to post Share on other sites
Arkon2 0 Posted April 8, 2007 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 Share this post Link to post Share on other sites
Maddmatt 1 Posted April 8, 2007 Not even a switch trigger synchronized with the waypoint? Works on hold waypoints. Share this post Link to post Share on other sites
Arkon2 0 Posted April 8, 2007 Hi Maddmatt, Just gave that a try but they r oblivious it seems Thanks Arkon Share this post Link to post Share on other sites
CarlGustaffa 4 Posted April 12, 2007 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. Share this post Link to post Share on other sites
Maddmatt 1 Posted April 12, 2007 Put it on the bug-tracker, BIS will probably sort it out if you ask. Share this post Link to post Share on other sites
fasad 1 Posted April 12, 2007 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; Share this post Link to post Share on other sites
CarlGustaffa 4 Posted April 13, 2007 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. Share this post Link to post Share on other sites
fasad 1 Posted April 14, 2007 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! Share this post Link to post Share on other sites
Maddmatt 1 Posted April 14, 2007 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! Try forcing it through scripting, with setcombatmode, setbehaviour, setformation and setspeedmode commands. Share this post Link to post Share on other sites
fasad 1 Posted April 14, 2007 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. Share this post Link to post Share on other sites
Maddmatt 1 Posted April 14, 2007 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. Share this post Link to post Share on other sites