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Psycho1

Integrating waypoints with triggers and scripts

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I want a chopper waypoint to become activated only if their are no soldiers located outside the chopper within 20 meters. I'm guessing I could set up a trigger to determine if their are any soldiers around, and than execute a script if indeed their are soldiers in the area. I don't want the chopper to just sit there for someone that might be afk, so I'd have it wait 30 seconds for the soldier to get in the chopper, and set the time limit back to 30 seconds for new soldiers that just came into the area. Once their are no more soldiers located outside of the chopper, or the time limit has run out.....I want the waypoint to be activated.

I have tried doing this but the chopper still takes off immediately when the game starts. I have a trigger around the chopper, that is activated by east since those are the soldiers that will board. On activation, it executes a script that waits 30 seconds, then sets a public variable named "var1" equal to 1. In the waypoint's condition field, I put var1 == 1. I also put var1 = 0 in the init field, so the waypoint shouldn't be activated until that trigger has been activated and has waited 30 seconds.....but it still takes off immediately. I don't get any errors when I test the map, so I'm not sure what I'm doing wrong.

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the condition field of waypoint means that that way point shouldn't end until that condition is met..i.e. wp will still do what it's supposed to do with wp, but will not move to next wp until condition is met.

sorry, but i can't help you with your problem....my knowledge stops here.... sad.gif

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Are you sure? How would you stop a waypoint from activating unless complex conditions are met than? I'm guessing I would have to select the "scripted" waypoint type.....but I wouldn't know how to accomplish what I want to do if their isn't a condition field to use to decide whether the waypoint is activated.

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