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Offline benreeper

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Detection
« on: 23 Nov 2005, 23:29:35 »
What is the easiest/best/only way to detect if you are near a forest.
--Ben

Offline Planck

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Re:Detection
« Reply #1 on: 23 Nov 2005, 23:33:21 »
Hmmm.......

Open your eyes?
Wait till you walk into a tree?   ::)

Or maybe nearestobject........if it works with forest pieces that is.


Planck
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Offline benreeper

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Re:Detection
« Reply #2 on: 24 Nov 2005, 04:38:35 »
LOL, it does sound like I'm dealing with blind soldiers.  Maybe I should use the force.

I was thinking about nearest object.  Is there a superclass for the forest or tree(s) that I can use?

The reason for this question is that I have a series of random waypoints.  When one is reached, another one is created.  However, if they cannot get to the waypoint (i.e. the waypoint is at a building or in a forest and you're in a vehicle, etc) the next one will not be created.
--Ben

Offline Planck

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Re:Detection
« Reply #3 on: 24 Nov 2005, 15:21:36 »
Well........below are the classnames of all forest pieces....the standard BIS ones from CWC and Resistance..

Code: [Select]
"Forest001T1"
"Forest001T2"
"Forest002"
"ForestRes01"
"ForestRes01T1"
"ForestRes01T2"
"ForestRes02T1"
"ForestRes02T2"
"ForestRes03"
"ForestRes02"
"Forest003"
"Forest003T1"
"Forest003T2"
"Forest004"

They are all sub-classes of class "Forest".

You could try just detecting class Forest first.

If that fails maybe you can find out which forest pieces are on the island you are using and try detecting those.


Planck
« Last Edit: 24 Nov 2005, 15:23:12 by Planck »
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Offline The-Architect

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Re:Detection
« Reply #4 on: 25 Nov 2005, 08:45:50 »
You could place an editor bush like the ones you find in the forests, right in the middle and do a distance command on that.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline 456820

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Re:Detection
« Reply #5 on: 25 Nov 2005, 12:16:56 »
or a different way a load of triggers set around the forest with a slightly bigger size which sets a variable like
nearforest = true and on deactivation sets the variable to false again
(remember to make the trigger repeated)

the only thing with this method is that it can cause a lot of lag and can be very confusing looking at a ton of triggers all over the editor but i would say its more simpler if the mission isnt a huge one and it wouldnt suffer from lag it might be a good idea

just how i would probaly do it