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Author Topic: Buildings, waypoints, and wierdness  (Read 913 times)

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jostapo

  • Guest
Buildings, waypoints, and wierdness
« on: 30 Sep 2002, 11:08:38 »
I've read a number of posts where people have talked about placing AI controlled unit waypoints on static map houses.

The hints go like "place cursor over house, wait for 'house' label to appear, double click".  The reward being, an additional option for where in the house the ai unit should proceed.

I've tried this on a couple maps now, and haven't had any luck.  On static map buildings, I get no labels.  Even on buildings I have placed myself (thanks to keget's addon), I get nothing in the way of additional options.

What am I missing?

Thanks in advance,
Joel

Offline Chris Death

  • Former Staff
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  • Finally Death's gonna get ya
    • OFPEC
Re:Buildings, waypoints, and wierdness
« Reply #1 on: 30 Sep 2002, 12:15:08 »
Just make sure, the house, where you want to do that,
is one, which can be entered.
:there are some dummy houses, and there are some which
can be entered.

Once you place a waypoint on such an "open house", there
will show up a new feature in the waypoint's menu somewhere on the right in the middle (if i remember right, it's below the
behaviour setting). Now you can choose the position in the
house, where you want your unit to go - position1, position2,
etc. (depending on how many positions there are).

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

jostapo

  • Guest
Re:Buildings, waypoints, and wierdness
« Reply #2 on: 30 Sep 2002, 23:08:15 »
I don't know what the problem was, but no sooner did I read your reply I booted my machine up and the labels for static buildings started showing up.

I'm thinking it might have had something to do wth the fact that I hadn't restarted OFP after an 18 hour editing session.