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Found 5 results

  1. Hello, I have _nul = _this doMove _destination; to move a unit. What i need is when the unit reached the destination, wait for x time and then doMove to another destination. So, the big question here is, how i can detect when doMove is completed? Thanks!
  2. Dear sirs, I've been slowly working on what could perhaps best be called a "bedouin simulator" for a very long time. It involves things like making tea for people, cooking, hunting, chilling with your family etc. Sometimes, for example when making tea, I have the characters moving around from the kitchen to the fire, placing the teapot, etc. So there are a lot of cut-scene like sequences. Everything is working fine in my scripts, but the only problem: the movements are very imprecise at times. I don't mind some clunkiness, but sometimes the teapot is thrown Jedi-style to the fire through walls or from over ten meters away. I use "unit domove (position exampletargetpoint);" for almost everything now. Is there any better way to get more precise results compared to domove? Domove seems to be considered the most precise, but maybe I'm missing something. There are a lot of chairs and things around, it could be some sort of collision detection that is causing the problems. It seems like there are many possibilities to test and also I'm not sure if it's even possible to get it to work much better. So if you could point me to a better type of move command for this kind of thing, or a way to deal with collision detection problems, or simply tell me "there's no way to get it better just make everyone Jedi", I would appreciate it. Here is an example of my crude code, your wife is making you some tea at your camp: detach arwa; arwa switchmove ""; arwa domove (position teapot1); sleep 20; arwa domove (position waterstock1); teapot1 attachto [arwa, [0, 0, -.2], "lefthand" ]; sleep 20; arwa domove (position fire1); sleep 20; fire1 inflame true; sleep 3; teapot1 attachto [fire1, [0, 0, .3] ]; arwa domove (position seat1); sleep 5; arwa switchMove "ActsPsitMstp_cekani2"; arwa attachTo [seat1, [0, 0, -.3] ]; arwa setdir 0; arwa dowatch fire1; sleep 60; arwa switchMove ""; detach arwa; arwa setPos (arwa modelToWorld [0, -.5, 0]); sleep 2; arwa domove (position fire1); sleep 2; teapot1 attachto [arwa, [0, 0, -.2], "lefthand" ]; teacup1 attachto [arwa, [0, 0, 0], "righthand" ]; sleep 2; arwa domove (position player); sleep 5; player switchmove "Stryker_Cargo01"; player attachTo [seat2, [0, 0, .4] ]; 0 call {player setVectorDirAndUp [[0, cos _this, sin _this], [0, 0, 1]]}; teacup1 attachTo [seat2, [.015, .31, .55] ]; sleep 2; arwa domove (position teatable1); sleep 20; teapot1 attachTo [teatable1, [-.35, 0, -.2] ]; teacup2 attachto [arwa, [0, 0, 0], "righthand" ]; sleep 1; arwa domove (position seat1); sleep 15; arwa switchMove "crew"; arwa attachTo [seat1, [0, 0, .325] ]; arwa setdir 180; seat1 attachto [fire1, [0, -1.75, .05]]; arwa dowatch player; teacup2 attachTo [seat1, [.015, -.21, .43] ]; arwahakim = arwahakim + 3;
  3. To sum it up, I am trying to get an AI unit inside a 3 floor building, to do so I am using unit1 doMove (hotel buildingPos 153); as a sidenote, hotel buildingPos 153; returns the coordinates : [7063.92,2619.78,7.28142] Now the issue is that unit1 doesn't go to the 3rd floor, where buildingPos 153 is located, but goes "under" the designated location while staying on the ground floor (coordinates [7063.92,2619.78, 0.00143909]). The most surprising, is that if I issue the command to unit1 through the in-game command menu, it gets to the right position (that is on the 3rd floor) ! So gentlemen, any guesses for a way to get unit1 where I want ? (No, setPos is not a viable option :p)
  4. i'm trying to make a really simple building patrol script using doMove and an array of building pos. theory is unit will move to building pos, and do amibient anim until next do move is received. the debug hints show that its selecting new pos and unit ok but never seems to complete or fail domove. unit will maybe move once then never does new Domove orders. this is possibly issue with slightly buggy cargo tower building pos but i'll post function here is anyone can see anything stupid i'm doing?
  5. Hi. How can I make a unit that is stopped by my command start moving again? I know you can do it using moveTo but I want to use doMove.
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