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| Operation Flashpoint: Dragon Rising - Mission Editing and Modding Chat Zone A little area for all you mission editors and modders to chat and discuss ideas. |
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11-10-2009, 03:55 PM
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#1 (permalink) | |
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Senior Member
Join Date: Jul 2009
Posts: 172
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So, a long time ago i got this message from Helios. I was asking if the waypoint system was like in army, where the AI stopped at each waypoint before the continued to the next. This would allow me to create a smooth path along roads ect.
Quote:
![]() The AI does exactly the same as in Arma II! The APC stops at every waypoint, says "move grid xxxxxx", and the other replys affirmative or somethings, and then moves on? What's with that? |
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11-10-2009, 04:10 PM
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#2 (permalink) |
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Member
Join Date: Oct 2009
Posts: 47
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It's because there is a diffrence between a "waypoint" and a "waypointpath".
If you study the properties for your waypoints you'll see there is something called "Path name". If you want the units to move smoothly you have to make a "move" command that refers to this waypointpath. This can (by my knowledge) only be done by using the Level LUA script. I'll be happy to make an example if you require it. Just PM me. |
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11-10-2009, 06:38 PM
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#7 (permalink) | |
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Member
Join Date: Oct 2009
Posts: 47
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Quote:
Plus I don't think the onMount function will work when the units a already aboard the vehciles. Have you read the help file for the editor? There's some pretty nice tutorials +sample missions on all of this.
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11-10-2009, 06:40 PM
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#8 (permalink) | |
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Senior Member
Join Date: Jul 2009
Posts: 172
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Quote:
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11-10-2009, 06:51 PM
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#9 (permalink) | |
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Member
Join Date: Oct 2009
Posts: 47
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Quote:
Code:
function onMissionStart()
OFP:move("EchelonName","waypointPATHname","ADDTOFRONT");
end
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