Jump to content
Sign in to follow this  
CupidMoon

How to make ai pass througe bridge>>

Recommended Posts

Finally, I made a bridge for my own Island....

here is some screenshots....

GS0013.jpg?grpid=P2vE&fldid=1B4q&dataid=1&grpcode=innavy&realfile=GS0013.jpg

GS0014.jpg?grpid=P2vE&fldid=1B4q&dataid=2&grpcode=innavy&realfile=GS0014.jpg

GS0015.jpg?grpid=P2vE&fldid=1B4q&dataid=3&grpcode=innavy&realfile=GS0015.jpg

GS0016.jpg?grpid=P2vE&fldid=1B4q&dataid=4&grpcode=innavy&realfile=GS0016.jpg

.... but I still need help...

I want AI pass through this bridge.... like the bridge in nogova

.. How can i do it?

Share this post


Link to post
Share on other sites

you need to make a "paths" lod, which contains a single face, that spans the length of the bridge, keep it 1 m wide tho...

Share this post


Link to post
Share on other sites

As you see, the bridge has almost 1Km span length with several pieces.

can I cover with just ONE plane of path load?

althogh this, just PUTTiNG paths lod make AI path through that bridge?

If I put an unit this side, and make a way point that side....... Do the AI walk through the bridge?

For the bridge in nogova, that works perfectly......

I want to do that........

and is there any specified selection names?

when I show a tutorial 'how to make a building' there are some specified selections... in1, pos1.... pos[n]...

could u tell me what they are?

for more, the bridge, in nogova, is showed as a road in the map.

How can I do this, just make a icon like a road? or what?

your help will be appreciated

Share this post


Link to post
Share on other sites

I added a property for resolution lod "class=road"

and add memory lod, having 4 vertices.. each selection is named "LB, LE, PB, PE"

it makes the bridge show as a road in the map, and

AI unit follows the bridge, but.... under the brdige....not on the bridge..

I think, i almost reached a goal....

Share this post


Link to post
Share on other sites
Guest BratZ

Nice work,but you will still need a path LOD.Didn't you make the bridge in seperate sections?

Share this post


Link to post
Share on other sites

You may need to set the route the bridge takes as a roadway in WrpEdit.

All roads will be marked as a roadway automatically, but the bridge route itself will have to be set as roadway manually.

When you set the default flags on the flags tab this will reset the bridge as 'no roadway', so, set it manually after setting the default flags.

The bridge on Nogova is not set with default flags either, if it was, AI would not cross it.

Hope this helps.

Planck

Share this post


Link to post
Share on other sites

I know this is an OLD post, BUT ..

What would a Default Confg just for a bridge look like ???

this is what I have for one :

class CfgPatches

{

class 40K_Bridge

{

units[] = {"40KBridge_end","40KBridge_mid","_40kbridge","WH40KBridge",};

weapons[] = {};

requiredVersion = 1.96;

};

};

class CfgVehicles

{

class All {};

class Static: All {};

class Building: Static {};

class NonStrategic: Building {};

class TargetTraining: NonStrategic {};

class TargetGrenade: TargetTraining {};

class 40KBridge_end: TargetGrenade

{

model = "\40K_Bridge\40KBridge_end.p3d";

armor=900000;

scope=2;

displayName="40K Bridge_end";

}

class 40KBridge_mid: TargetGrenade

{

model = "\40K_Bridge\40KBridge_mid.p3d";

armor=900000;

scope=2;

displayName="40K Bridge_mid";

}

class _40KBridge: TargetGrenade

{

model = "\40K_Bridge\_40KBridge.p3d";

armor=900000;

scope=2;

displayName="40K Bridge";

}

class WH40KBridge: TargetGrenade

{

model = "\40K_Bridge\WH40KBridge.p3d";

armor=900000;

scope=2;

displayName="WH40K Bridge";

}

}

I tried to get info from the " O " folder/pbo of the default Nogova bridge ...

but that Confg is like for some 2000 other things and its making the room spin ...

Now I do have them in game and solid ( wooohoooo ) and they show up in Wrptool to boot , Damn I am on a roll, :D

Now for the most part track vehicles cross well , but having trouble with wheeled vehicles and if I place more then 2 bridge sections end to end , even the Track vehicles will not cross ... humm

If any one wants to see the O2 files I can up load so they can see the MESS .. sigh ..

LFH

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  

×