Jump to content
Sign in to follow this  
rangoon

Synchronizing triggers with waypoints

Recommended Posts

I am stumped on the logic in waypoins with triggers and sync. I have successfully set up an Apache on the ground, whose first waypoint is activated by Radio Alpha (0,0,1). So the waypoint does not become active (key point there) until I radio him to activate, at which time he starts the helicopter and then moves to the waypoint. Now the waypoint is completed and therefore activates the next, and so on. However, I have another trigger later for a waypoint using Radio Bravo. The problem is that the Apache moves to that waypoint (meaning it's already activated) and then stops to wait for Bravo. If the first waypoint didn't become active until Alpha, why does this one become active before Bravo. It should wait until I radio Bravo before becoming active.

The other strange thing is that if I initialize the helicopter to flyinheight 5, then tell it at waypoint 1 to flyinheight 20, the fact that this results in the helicopter flying to waypoint 1 at 5 meters and then waypoint 2 at 20 meters indicates some inconsistency with when a waypoint is activated vs completed, and whether "on activation" happens when it's activated or completed.

Can someone please clarify this? In the above paragraph, I would expect the height to waypoint 1 to be 20 meters regardless of the initialization since "On activation" I'm telling him to fly 20. And it becomes active BEFORE he travels there and completed ONCE HE ARRIVES. right?

Thanks!

Share this post


Link to post
Share on other sites

The thing is the Chopper is at the first waypoint so it doesn't need to move to it, if you put the first waypoint away from the chopper it will move to that waypoint.

Now if you have radio trigger and it's of the switch type then any commands placed in the On act won't activate because a switch trigger turns the trigger off.

So you set it to 5m in init it will stay at 5m if you use the switch trigger as it's been cancelled and whatever is in the on act will not execute.

One thing to note for some stupid reason a waypoint for choppers will become active at around 80m from the centre even if set to zero.

That's one reason it's hard to get them into exact locations.

Also there is a bug with the last waypoint, make sure you don't have it near to any of the choppers flight path or it will mess things up.

For an example place the chopper at one end of a runway with a waypoint at thr other and then place the final waypoint about a half way down the runway back towards the chopper and see what happens. The chopper will shoot into the air and then fly very slowly until it reaches the next waypoint.

The further the final waypoint is away from the path the better and has less effect, at about 550m and it will be fine.

Share this post


Link to post
Share on other sites

Thanks F2k Sel. I realized later than in fact the first waypoint was so close to its starting point that the helicopter had immediately completed Waypoint 1. So then was waiting at his starting point and Waypoint 1 simultaneously.

So what seems odd to me is that we have "on activation" commands initiating on completion, not on activation. Does that seem wrong to anyone else? Or am I missing something here. Both the Synchronization and setting altitude are taking effect at completion, not on activation - for example.

Share this post


Link to post
Share on other sites
So what seems odd to me is that we have "on activation" commands initiating on completion, not on activation. Does that seem wrong to anyone else? Or am I missing something here. Both the Synchronization and setting altitude are taking effect at completion, not on activation - for example.

If you are putting the commands into the waypoints then the commands wont activate until the chopper gets to that waypoint.

Share this post


Link to post
Share on other sites
If you are putting the commands into the waypoints then the commands wont activate until the chopper gets to that waypoint.

Okay, at least that is what I'm seeing, too. The settings for that waypoint (such as speed, combat setting, etc.) take effect when it's activated (as in arriving at the previous waypoint plus any built-in delay/pause) yet other instructions such as flyinheight or synch take effect on completion (when arriving at the waypoint in question).

As long as I can find some consistency in this I'll be fine. :) Just getting my feet wet with the mission editor.

Share this post


Link to post
Share on other sites

Maybe I'm wrong but as far as I can tell completion radius is broken.

set a man to die when it's at 0

man setdamage 1;

then see where he dies, it's very close to the centre.

Now set it to 40-50 and he will still die in the same place.

As far as I can tell they have default settings that don't change.

1-2 meters for men

4-6 meters for vehicles

80-90 meters for aircraft

completion radius does seem to work if your the player though.

Edited by F2k Sel

Share this post


Link to post
Share on other sites

Completion is certainly tied to the unit/vehicle type (I think due to typical speeds) and you're right it may not be possible to override these. I read somewhere that the completion radius variable is used to give a unit flexibility in determining where/when to consider a waypoint completed (such as terrain, danger, etc.). It may be that in your test the man did not have a reason to complete other than at 0-2 meters away, so he went the full distance. I think if there were enemies at that point it could be different (maybe he would not want to go so far to die when he could just die by hitting the 50m ring in this case ;) )

I'm not sure yet how it all works, but I know it's not consistent with other similar parameters in the system, but if it's consistent overall then I guess that'll do.

Share this post


Link to post
Share on other sites

Using an empty map I would expect the completion radius to work the same for AI and the player.

I'd just prefer to select the completion size myself so if I need a chopper to go to an exact spot it does so.

I did search through some of BIS's functions and did find a function that does put a chopper in an exact spot but it's got other problems as for some reason it bounces on landing.

Share this post


Link to post
Share on other sites

I'd just prefer to select the completion size myself so if I need a chopper to go to an exact spot it does so.

Yes, I totally agree.

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  

×