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Author Topic: complete waypoints before activation  (Read 973 times)

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Offline Surdus Priest

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complete waypoints before activation
« on: 17 Jun 2007, 16:31:58 »
im having a little trouble with waypoints atm.  i need to know how to activate a waypoint before it is met.

reason being is that if a player decides to complete the waypoint after the current one first, he/she will still need to complete the one before.  is there a way to make specific waypoints flexible in a way that if the waypoint after is complete it skips the one the player skipped?

secondly, i need o know how to create waypoints in between waypoints, cos i never got round to figurin it out and its a pain when i make mistakes.

thank you, surdus
Campaigns are hard, I'll stick with scripting for now!

Offline macguba

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Re: complete waypoints before activation
« Reply #1 on: 17 Jun 2007, 22:35:51 »
A short answer because, well, time is short, but it'll point you in the right direction.

Firstly, use switch triggers to control waypoints.  Search the forum, in years gone by this has been explained many times.

Secondly, NEVER use player waypoints.  Players in Veteran mode can't see them.  The mission always gets screwed up.  If you play in Cadet mode, don't.   Veteran mode is MUCH more fun.   Really.  It is.  It takes a little bit of getting used to if you haven't it before but believe me it's worth it.   Nobody who switches to Vet ever switches back.

Use variables to control your mission.    Stuff like

objective2=true; objective3=false; objCount=2

? objCount > 2: endMiss=true
Plenty of reviewed ArmA missions for you to play

Offline Baddo

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Re: complete waypoints before activation
« Reply #2 on: 19 Jun 2007, 19:30:27 »
One more vote against using waypoints for player units. It's a very good way of ruining the whole mission, and not just for OFP but for ArmA too. I'm still not touching one of ArmA's original missions again, it was so broken because the stupid waypoints did not work right, and the objectives ticked in completely wrong order and I definitely had nothing to do with the objectives that were marked 'Done'... I can't even speak about it anymore without wanting to throw up.

It's easy to design your mission so that no waypoints are needed for players. Just give them a task to do like "blow this truck" and watch if they get it done or not. It's as simple as that.