I thought it was something along those lines, I just couldn't make heads or tails of all the different names they'd assigned things.
Cheers for that Barb, I'll look into it at a later period.
EDIT: Just checked, I tried it with a fence and a Trigger Area. I had to keep going in and out of the Area to get it to work.
I then tried it with a Waypoint, but even though the Waypoint was synchronised with a Trigger which wouldn't complete until the fence was done, it still completed instantly.
I then tried it with an AI, and the same thing happened.
http://img232.imageshack.us/img232/1499/79170844iy8.jpgThe waypoint says:
Condition: True
On Act.: buildwf=1; wftimer=0
The second waypoint just acts as an end, so that when he's done building he moves on.
The trigger on the left says:
Condition: (getpos wf select 2 > -0.20);
On Act.: buildwf=2
With wf being shorthand for Wire Frence.
The trigger in the middle says:
Condition: (buildwf==1 && wftimer==0) && (getpos wf select 2 < 0)
On Act.: wf setpos [(getpos wf select 0), (getpos wf select 1), (getpos wf select 2)+b]; wftimer=1;
With b being an integer (in this case 1).
The trigger on the right is basically just setting b=1.
The fence itself says:
wf setpos [getpos wf select 0, getpos wf select 1, -4]; buildwf=0
Can anyone explain why it still jumps to the next waypoint, regardless of that first trigger?