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Author Topic: Waypoint height, need to set hight coordinate for waypoints  (Read 2197 times)

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Offline Dobermann

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Offline Dobermann

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Re: Waypoint height, need to set hight coordinate for waypoints
« Reply #1 on: 12 Sep 2007, 15:28:48 »

Offline Mandoble

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Re: Waypoint height, need to set hight coordinate for waypoints
« Reply #2 on: 12 Sep 2007, 16:10:02 »
the height of any rooftop is 0, just the same as normal ground, to test it just put a soldier over a rooftop and hint his pos.

Offline LCD

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Re: Waypoint height, need to set hight coordinate for waypoints
« Reply #3 on: 12 Sep 2007, 16:43:00 »
actuly walk animation will work... u dont need setvelocity w/ it... but u wud need 2 have a script 4 every building nd 2 micro manage every step.... so its posible but gonna b hard 2 get right....

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Offline h-

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Re: Waypoint height, need to set hight coordinate for waypoints
« Reply #4 on: 12 Sep 2007, 23:37:30 »
@Dobermann
For future reference; do not double post.
If you have something to add to your post modify it instead of replying to yourself.
(if the last/only post in a thread is edited the thread gets the 'new' stamp on it..)
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Offline paddy

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Re: Waypoint height, need to set hight coordinate for waypoints
« Reply #5 on: 13 Sep 2007, 14:48:20 »
As LCD rightly said, this is gunna be hard, the roof may be set to display as a 'floor' (i.e. a surface you can walk on) but it's probably the lack of a buildingpath that confuses the AI.

I can suggest 2 things
1) The best option would be to limit your guards to static positions on the roofs.  This will make them harder to spot and prevent alot of very tedious scripting.
2) setpos a flat walkway piece on top of a building, this should give the AI a pathway to follow.

1) is obviously the easiest but 2) is just an idea, I can remember doing it before but I never got the AI to sucessfully follow a path, I had to use scripts using setvelocity to 'keep them on path'  :-[ It looked a little ugly, in the end I just used 1) in that mission.

Let us know how you get on.

Offline Cheetah

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Re: Waypoint height, need to set hight coordinate for waypoints
« Reply #6 on: 13 Sep 2007, 19:19:38 »
What roof are you using for this? I remember that I got a guard to walk on the blue hotel's roof.
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Offline Dobermann

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Re: Waypoint height, need to set hight coordinate for waypoints
« Reply #7 on: 14 Sep 2007, 02:42:31 »
« Last Edit: 14 Sep 2007, 02:58:24 by Dobermann »

Offline paddy

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Re: Waypoint height, need to set hight coordinate for waypoints
« Reply #8 on: 14 Sep 2007, 15:17:31 »
I think helos do not need paths because obviously they just rist over obstacles instead of circumnavigating them.  Unless you're gunna create a man addon that can fly I dont think that gunna work. 
I think you should try again using setpos and setvelocity just to make sure its not possible.  You can add the walking anim there and disable unit movement, theres probably some way to do this, we just havnt worked it out yet!!