Home   Help Search Login Register  

Author Topic: Group Movement  (Read 974 times)

0 Members and 2 Guests are viewing this topic.

Black Magic

  • Guest
Group Movement
« on: 13 Nov 2002, 12:39:00 »
*Takes a seat with the executives of OFPEC to lodge his complaint.* 8)
Ok. I have a patrol doing a little patrolling (surprise surprise) along a road. Now I'm trying to make it look as realistic as possible (to go with my Super Magical Future 5000 Monkey soldiers equipped with Ice Blaster Ray Guns) and well normal waypoints don't make the cut in this case because once they fall into formation it looks dodgy (as a Dodge Viper). So I took to ungrouping each individual soldier (happens to rhyme with colder, bolder, shoulder, moulder, older, solder, holder and folder) and giving him a move command to a few object ID's which looks all fine and dandy (which sounds somewhat like candy yes?). Problem is eventually in their course they come off the road (maybe they want to grow old?), walk down to the shoreline, come back up, cross the road, weave around a rock (at this stage it's about 12 o'clock at the jailhouse and Elvis enters the building) and come back to the road (they always come back). Now this is a real b¡tch and is annoying the sh¡t out of me. Now I haven't been editing in a few months what with exams and all (but they're finished so I got around 3 months before I have to knuckle down in school again) so I've forgotten a fair bit and am not familiar with all commands after v1.46. ???
Is there an easier way to get my group to walk slowly and safely, not fall into formation AND stick relatively close to the road? I know a few ways of achieving this but they seem somewhat insane to me and would be seir time consuming.
Danke in advanca. :D
*Removes his arse from the seat and leaves the room.* :-X

P.S. Like how I breached the explicit language barrier? ;D
 
« Last Edit: 13 Nov 2002, 22:57:00 by Black Magic »

Offline Wolfrug

  • Addons Depot
  • Former Staff
  • ****
  • Official OFPEC Old Timer
Re:Group Movement
« Reply #1 on: 13 Nov 2002, 21:13:07 »
For clarification:

Quote
Ok. I have a patrol doing a little patrolling along a road. Now I'm trying to make it look as realistic as possible, and, well, normal waypoints don't make the cut in this case because once they fall into formation it looks dodgy. So I took to ungrouping each individual soldier and giving him a move command to a few object ID's which looks all fine and dandy. Problem is eventually in their course they come off the road, walk down to the shoreline, come back up, cross the road, weave around a rock and come back to the road (they always come back).

Although it brought a light and a laugh to my poor grey day, your post was horribly mangled ;) Now I feel much more at ease (which rhymes with appease, lease and, amazingly, cheese).  :P  ::)

Right, this sounds like a bug, one of them OFP brainfarts which can only be solved by arcane means. Or, it might be an error on your side. To solve this question, please post the part of the mission which is malfunctioning (remove all the other stuff if it's too big/you're too ashamed to show it ;)).

As to any other means...well, I can't quite understand why, considering they're already ungrouped, you haven't just used a separate waypoint for every one of them? Or is this too time-consuming? ;) In any case it would allow you to synch them always now and then, just to make sure they don't get too separated...

Right. :toocool:

Wolfrug out.
"When 900 years YOU reach, look as good you will not!"

Black Magic

  • Guest
Re:Group Movement
« Reply #2 on: 13 Nov 2002, 23:13:24 »
Thanks for clarifying - read Wolf's reply if you to are completely confused. I could use individual waypoints yes but i'm trying as best I can to avoid clutter on screen because I'm working with quite a bit here. I sure as hell hope it's not a bug though. Anyways, here's the part of the mission which is sh¡tting me (with all things removed because it's just so damn shameful :P) so please have a look see.
Thanks again!

Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Group Movement
« Reply #3 on: 13 Nov 2002, 23:32:21 »
 :wave: Hi, I'm new around here and I just wanted to say hi really.
ok. but thats ok. Hi, all  :)

ok. thats about it for me. Hi again!  :wave:


sorry, magic - Xmas beer is out in Denmark, and they kick "cells", so to speak  ;D :cheers:

uuuuhm, actually you can get a d00d to walk in a perfectly straight line if you
use one of the "playmoves" (yanno, "standWalkF" and all that similar crap).
And then just use a setDir - but you need a looped scroll, Im afraid  :P :)

ok-ok-ok-ok, I'll grab that bloody zip  ::) Go eat some food or som'n!!!  ::) ;D


Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Group Movement
« Reply #4 on: 14 Nov 2002, 00:57:05 »
Here's my suggestion, m8  :D but it won't save much heat for your cpu or anything,
if that's the reason you didn't wanted to use regular WPs.

Never the less, this (drunken scripted) way you can avoid seeing magic do his
strange dancing between the rocks while trying to take a decent walk.  ::) ;D

it needs some polishing, though, and you probably need triggers at the spots where
you want the bummer to make a turn (from, say, 325 dgr. to 314 or alike).

Have a peep at the sample and just be patient.... see how he gently passes the rock  8)

Do yourself a favor and use another playmove than the "StandWalkF", as it tends to
make him walk in a lil' "slow" or "stoned" way  :P
(I didn't find a better anim. here, so search the anims crypt back home).

Right then, back to drinking!  :cheers:


Offline Tomb

  • Contributing Member
  • **
  • in2 Metal? Go 2 my sig
Re:Group Movement
« Reply #5 on: 14 Nov 2002, 00:58:47 »
maybe I should try & attach the sample too  ??? ( ::) )  ;D

here goes!  :-*

Black Magic

  • Guest
Re:Group Movement
« Reply #6 on: 14 Nov 2002, 06:57:24 »
Tomb. Interesting little thing you got there but you're sure as hell right about him looking like he's a little drugged up in the way he walks. I'll take a look at other animations. I presume that there is no way I can make them completely stick to the road eh? Unless I have a trigger which activates at each road ID and tells them to move to the next ID right? Hrm. Well looks like I have valuable stuff to work with here so I'm sure I can work this one out from here. Thanks for the help as always. If you come up with anything mildly helping or straight out better do tell but I think I can carry on on my own! ;D - Or so I hope. :o