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Author Topic: Question about waypoints  (Read 1235 times)

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Quantum Jelly

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Question about waypoints
« on: 07 Jun 2005, 19:51:44 »
If I have a 'seek and destroy' waypoint, is there a way to make this waypoint 'complete' (so the next waypoint shows) only by destroying 3 specific targets? If so, how is it done?

Bear in mind I don't know much about mission editing, so try and keep it as simple as possible please. :)

Offline THobson

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Re:Question about waypoints
« Reply #1 on: 07 Jun 2005, 20:58:12 »
Try:

S&D waypoint followed by a Cycle waypoint followed by the next waypoint you want.  Create a switch trigger and synchronise it with the Cycle WP, have the trigger fire when your three specific targets have been killed.

CrashnBurn

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Re:Question about waypoints
« Reply #2 on: 08 Jun 2005, 11:47:04 »
Why not just sync the trigger to the S&D wp? What's the cycle wp used for in this particular case?

qqqqqq

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Re:Question about waypoints
« Reply #3 on: 08 Jun 2005, 11:50:27 »
If you just have a seek and D the group will eventually stop.  

Offline THobson

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Re:Question about waypoints
« Reply #4 on: 08 Jun 2005, 13:07:14 »
Exactly.  

Also, though it does not apply in this case, synchronising a switch trigger with a Guard waypoint of a vehicle can create some unwanted effects (the crew get out of the vehicle).  So I have got into the habit of synchronising switch triggers with 'dummy ' waypoints in any event.

Quantum Jelly

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Re:Question about waypoints
« Reply #5 on: 08 Jun 2005, 13:28:13 »
Try:

S&D waypoint followed by a Cycle waypoint followed by the next waypoint you want.  Create a switch trigger and synchronise it with the Cycle WP, have the trigger fire when your three specific targets have been killed.

How do I make the trigger fire when the three targets have been destroyed?

Offline THobson

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Re:Question about waypoints
« Reply #6 on: 08 Jun 2005, 13:49:27 »
Well assuming the three targets are foot units (not vehicles) called unit1, unit2 and unit3 set the condition field of the trigger to

not (alive unit1) and not (alive unit2) and not (alive unit3)

(or:
{alive _x} count [unit1,unit2,unit3] < 1
)

If they are vehicles try the following in the trigger's condition field:

{(canFire _x) or (canMove _x)} count [unit1,unit2,unit3] < 1
« Last Edit: 08 Jun 2005, 13:55:26 by THobson »