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Author Topic: waypoints not as triggers?  (Read 564 times)

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Uldics

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waypoints not as triggers?
« on: 25 Nov 2004, 21:17:11 »
I have a helo (MI-2 HOPLITE from the WGL mod) with a group of people in it. They have to jump out when the helo gets to a certain waypoint. But they are not doing it. For a simplicitys purpose, I have changed the group jump script call to a single leader jump, which is also not being called.

Properties of my move waypoint for the helo:
Condition: true         (standard condition in a waypoint)
On Activation: leader assaultgrp action ["eject", assaulthelo]

What is the problem with that waypoint or helo or pilot or group or what do I know what?
Maybe the lowest line in waypoint (named SCRIPT) has to say something to that? Or maybe the helo is flying in wrong height or in some way not getting to the waypoint (it is turning to the right then all the time and staying in the same position).

Offline dmakatra

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Re:waypoints not as triggers?
« Reply #1 on: 25 Nov 2004, 21:19:47 »
NEVER use Waypoints to make stuff happen.

:beat: *Gets Shot* :beat:

Uldics

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Re:waypoints not as triggers?
« Reply #2 on: 25 Nov 2004, 21:53:36 »
Yes, I realise that waypoints are not working if you fly too high, thats why the helo is spinning around and not going further or executing the script or anything in the waypoint fields. I will go to add some triggers instead and mess my editor map up with more lines and stuff  :'(
Waypoints need a patch from BIS.

Offline dmakatra

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Re:waypoints not as triggers?
« Reply #3 on: 25 Nov 2004, 22:08:28 »
No, no, you don't understand. NEVER use Waypoints because people playing in veteran mode can't see them, and AI might miss them or get killed or what not.

:beat: *Gets Shot* :beat:

Offline THobson

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Re:waypoints not as triggers?
« Reply #4 on: 26 Nov 2004, 08:39:04 »
Use a trigger to get them out.  Much more reliable as dmpkatra was saying