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Author Topic: Cancelling a Halt  (Read 675 times)

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Offline THobson

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Cancelling a Halt
« on: 26 May 2005, 18:20:14 »
I have a script that gives a move instruction to one of the player's squad.  Most of the time it is fine, however, if the player has previoiusly told the unit to halt (using a 1 6 instruction) then the unit just ignores the move instructions from the script.  I have tried:
doMove
move
commandMove
I have even tried them all together.  The unit just stand there.  

My bet it there is no solution but I would be happy to be proved wrong on this.
« Last Edit: 26 May 2005, 19:49:40 by THobson »

Offline ACF

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Re:Cancelling a Halt
« Reply #1 on: 26 May 2005, 18:29:04 »
Try a:

loon Stop false

to cancel the halt before giving him the DoMove or whatever.

Offline macguba

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Re:Cancelling a Halt
« Reply #2 on: 26 May 2005, 18:30:09 »
Try a doFollow.   I have a feeling that the halt is equivalent to doStop.   The thing about doStop is that the command never ends, the unit is never ready.   If that's right, then what is happening is that your doMove is correctly queued after the doStop, but he never finishes the doStop so he never gets to the doMove.    The opposite of doStop is doFollow.

Probably won't work but worth a try.
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Offline THobson

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Re:Cancelling a Halt
« Reply #3 on: 26 May 2005, 19:40:46 »
All excellent ideas - I really should read the comref more often.  Unfortunately they do not work.  I think this is just going to have to remain a 'feature' of my mission.

Thanks for the suggestions

Bye the way I have found:

loon doMove getPos loon

Is an effective way of cancelling a doStop.  It seems the Halt is different
« Last Edit: 26 May 2005, 19:51:47 by THobson »

Offline General Barron

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Re:Cancelling a Halt
« Reply #4 on: 26 May 2005, 21:41:05 »
I ran into this problem myself when making my aircraft holding pattern script (see signature).

My conclusion was that player-issued commands take precidence over scripting commands. If the AI is currently on a "halt" or "move" order issued by the player, they will ignore all scripting commands, until they complete their move, or are told to "fall back into formation". I couldn't find a way to get around this, but if it is possible, I'd love to know.
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Offline THobson

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Re:Cancelling a Halt
« Reply #5 on: 26 May 2005, 22:21:29 »
I feared this would be the case.

Thanks