Jump to content
Sign in to follow this  
Ramon Berenguer IV

Multiple waypoints

Recommended Posts

This is what I want to do: the player is moving with a team whose he's not the leader. At some point there is a choice that the player should do; how can I make that if the player decide for "1" the AI team follow a waypoint, and if player choose "2" the AI team follow another waypoint?

P.S.

"1" and "2" stand for the two options.

Share this post


Link to post
Share on other sites

Nopes. You'll have to move the waypoint around or script-create the waypoint you want them to move to. You can't make a split like that in the editor.

Share this post


Link to post
Share on other sites

That's not quite true. You can use alternative routes with switch triggers:

Place your first route of waypoints in the editor like usual and put a HOLD waypoint at the end of the chain (other waypoint types might work too) and synchronise it with a trigger of type "Switch". After that add your alternative route to the chain of waypoints to the group.

I put together a quick example mission to illustrate this: http://www.speedshare.org/download.php?id=9E6BBA1211

Share this post


Link to post
Share on other sites

Oh, I thought the group would need to get to the Hold waypoint before the switch would do anything, but that's not the case and they instantle hop to what's after the switch when the switch is triggered?

Share this post


Link to post
Share on other sites

Once the switch trigger is activated, the waypoint after the HOLD waypoint will immediately become the new waypoint they move for.

ex. M1 = move waypoint 1, M2 = move waypoint 2, etc. H = Hold Waypoint that has the switch trigger synced to it. M5 is after the Hold waypoint. The * indicates what waypoint the group is presently on (so M3). As soon as the switch trigger is activated the group's new waypoint will be M5 and once M5 is completed they will move to M6.

M1 > M2 > M3* > M4 > H > M5 > M6

I used this the other day to have a UAZ move from Grishno to the place that begins with an N south-east of Berenzino. I had several different routes with some moving into others by putting switch waypoints at the end of routes and at junctions. The triggers were activated by a gamelogic with a 50% chance of probability. These triggers were at each point where the one route branched into another one. So there were about 12 different routes I think at least.

Edited by Jakerod

Share this post


Link to post
Share on other sites
Oh, I thought the group would need to get to the Hold waypoint before the switch would do anything, but that's not the case and they instantle hop to what's after the switch when the switch is triggered?

Yes, that's true.

You can even create 3 or more different routes like that, but you probably will loose the overview of what is going on in the mission editor very quickly when you do that.

It would be cool if BIS would add the possibility for conditioned routes where one waypoint could branch into many child node waypoints and the mission designer could add conditions for which child node waypoint the group would use at the decision point.

Share this post


Link to post
Share on other sites
Yes, that's true.

You can even create 3 or more different routes like that, but you probably will loose the overview of what is going on in the mission editor very quickly when you do that.

It would be cool if BIS would add the possibility for conditioned routes where one waypoint could branch into many child node waypoints and the mission designer could add conditions for which child node waypoint the group would use at the decision point.

sorry to bump old thread but this is exactly what I'm looking for. Is anything like this possible? I would like to give the player the decision to choose out of 2 different routes to attack a village and the AI squads will move based on player's selection, simple in theory, very difficult to execute probably...

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  

×