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Author Topic: What all the waypoints does?  (Read 2005 times)

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mikko

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What all the waypoints does?
« on: 06 Jun 2006, 16:47:05 »
What means CYCLE? ...for example. Or GUARD? Or SENTRY? If someone can link me somewhere to find the meanings of waypoints.

I had the Prima's official strategy guide, but I loaned it to my work buddy, and its still there. And I will never get it back. I remember reading something about waypoints there?

Offline Northgarden

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Re: What all the waypoints does?
« Reply #1 on: 06 Jun 2006, 17:10:58 »
Waypoint info area:
1.  Type
This is the first and perhaps most intimidating field in the waypoints section. There are 17 different waypoint types, and each one has its own unique behavior. I will list each one and provide a brief description.

1a. MOVE- A unit considers this waypoint it's ultimate destination and will work its way to reach it.

1b. DESTROY- A unit is ordered to attack whatever this waypoint is placed over. This is not location specific, it refers directly to the target, wherever it may have moved to. Do not expect units to obey this waypoint if they are incapable of destroying the target (rifleman vs. tank). The waypoint will not be complete until the target is destroyed or if the unit refuses the order.

1c. GET IN- If placed over a vehicle with extra room, the unit will attempt to board it. If synchronized with a vehicle's waypoint, the vehicle will stop and wait to be boarded.

1d. JOIN- When synched with another unit's waypoint, this individual will become part of that unit.

1e. JOIN AND LEAD- Same as above, but the individual becomes that unit's leader.

1f. GET OUT- All members of the unit will disembark any vehicle they are in and proceed on foot.

1g. CYCLE- very useful waypoint; orders the unit to consider the nearest waypoint its next waypoint, creating a waypoint loop. Good for patrols.

1h. LOAD- Individuals within the unit will attempt to board the leader's vehicle.

1i. UNLOAD- Similar to GET OUT, but the driver/crew will not disembark.

1j. TRANSPORT UNLOAD- Any individuals on-board the vehicle who are not part of the vehicle's unit will be told to disembark. Useful for troop transports.

1k. HOLD- The unit remains here indefinitely. Only scripting or special trigger work can overcome a HOLD waypoint.

1l. SENTRY- The unit will hold position until any member spots an enemy. At that point, the unit will proceed to their new waypoint. If the unit is not set to hold fire, they may engage the enemy on the way.

1m. GUARD- Im not really sure what this is but it has something to do with Triggers - Guarded by East/West... search for the answer in these forums.

1n. TALK- Used in combination with the "effects" button on the bottom of the waypoints screen. If you set the sounds:voice section to a voice, the unit leader will say the given phrase. This waypoint is not a destination, and goes to the next waypoint when the phrase is completely spoken.

1o. SCRIPTED- executes the script that is in the "script" box on the bottom of the waypoints screen. You can not use individual script commands, you must refer to an external script file. This waypoint is not a destination, and it is considered complete when the external script reaches its EXIT command.

1p. SUPPORT- A very useful waypoint; any unit given this waypoint will remain here until another unit calls for support. At this time, the waiting unit will proceed to the location where support was called for. Only medics, ambulances, fuel and ammo supply vehicles can use this waypoint. You can tell medics to board vehicles prior to this WP, and they will drive to the support call.

Offline 456820

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Re: What all the waypoints does?
« Reply #2 on: 06 Jun 2006, 17:17:27 »
The Guard waypoint is an extremly usefull waypoint. What it does is set squads to guard mode of course if there told to, when someone comes under attack they can request help from Guarded squads, which squad comes to help depends on, size of te squad, distance, type of squad (eg. a squad will call tanks if they are attacked by tanks i think), not sure but i also think what kind of shape a suqad is in eg injured.

Also Northgarden you missed out Seek And Destroy, another very handy waypoint, units will stay in their place and look for the enemy in their last known position and attack them if found, they return to their waypoint if the squad they are attacking dies and if they cant find the squad.

Hope that helps.

mikko

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Re: What all the waypoints does?
« Reply #3 on: 06 Jun 2006, 17:28:27 »
Thanks! that helps me much! Yes!

Offline bedges

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Re: What all the waypoints does?
« Reply #4 on: 06 Jun 2006, 18:29:47 »
@northgarden, 456820

excellent information gentlemen! expect to see those posts turned into a tutorial in the near future. good work :)

also, for reference, the guard waypoint does indeed work in conjunction with guarded by triggers. units/groups given a guard waypoint will move to protect the guarded by trigger area. if there are several guarded by triggers in the vicinity, the group will move to whichever trigger area is being attacked.
« Last Edit: 06 Jun 2006, 18:32:20 by bedges »

Offline Northgarden

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Re: What all the waypoints does?
« Reply #5 on: 07 Jun 2006, 00:04:22 »
Also Northgarden you missed out Seek And Destroy, another very handy waypoint, units will stay in their place and look for the enemy in their last known position and attack them if found, they return to their waypoint if the squad they are attacking dies and if they cant find the squad.

Oh yea damn... lol... good thing you noticed it. :)

SgtSlick

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Re: What all the waypoints does?
« Reply #6 on: 07 Jun 2006, 02:27:56 »
Also for GAURD waypoints: If there is no trigger defining the area to be guarded they will just guard the whole map, i think. But keep in mind: if the waypoint has them set at "SAFE" they will approach the area in question in safe mode until fired upon. Very unrealistic; especially if there's a firefight going on. A small problem that can easily be fixed with a little scripting. (if you care to know how just ask on the forums here, but the topic is on WP)

Another note on MOVE (but most other WPs, if not all) WP: If you put the WP on certain buildings (on the map: lighter boxes and select churches) there will be a new box that states what position that unit goes to inside the building. it will be under the "Behaviour" box on the "Insert/Edit Waypoint" menu. It is listed as "Position In House" with a drop box next to it. Most positions are next to windows. But use common sense. A tank can't roll upstairs and hide just inside a window, and a UH-60 can't even begin to squeeze through the front door :P. So it is for personnel-based units.
« Last Edit: 07 Jun 2006, 02:44:11 by Frank Sousley »

Offline OrnelP

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Re: What all the waypoints does?
« Reply #7 on: 08 Jun 2006, 03:33:28 »
 ???   So Guard WP is need a trigger for to work? is that what Guarded By EAST WEST RES means? if so, if i create a trigger for guarded by east and have 2 spetz guarding that trigger area?          And would i need to SYNCHRONIZE the Trigg and WP?
War is delightful to those who have had no experience of it
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Offline Wolfrug

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Re: What all the waypoints does?
« Reply #8 on: 08 Jun 2006, 12:43:20 »
Gah! I'm sure there was a comprehensive post on the Guarded By trigger & waypoint somewhere on these forums, but I've been unable to find it. Ah well ; here's what my empirical research has concluded.


The size, axis, activation etc. of the Guarded By trigger has no influence whatsoever on the trigger.

Basic use: Place down one or more Guarded By triggers in, for instance, chokepoints or bases. Then place down one or several groups with a single Guard waypoint. The units will unerringly move to the Guarded By triggers, positioning themselves exactly on top of them. They will act according to their normal ROE (Fire at all, engage at will, etc). When a group either starts fleeing (fleeing = true) or is destroyed, any other groups standing by with a Guard waypoint will move in to take their place. So you can for instance have a single Guarded By trigger in a base, with three or four groups standing by in the forest some distance off ; as soon as the group guarding the base gets killed or chased off, ONE of the other groups will start to move in ; once that one is destroyed or chased off, another group will start moving etc. thus creating a natural and dynamic system of "counter attack" without the need for extensive scripting.

Advanced use:

When placing down the Guarded By triggers, it's very important to keep track of the order they are placed. The first trigger created is the most important, the second the second most important etc. If you delete the first one, the second one will become #1 and so forth. So if you're using many, keep track of which you put down first (give them names, for instance). Guard groups move in the following pattern:

No triggers : all Guard groups stay at their Guard waypoint.
1 trigger : the Guard group closest to the trigger secures it, the rest stay at their Guard waypoints and wait until the group at the trigger is either killed or considered fleeing, at which point the closest group sets off to guard. The fleeing Guard group generally flees to his original Guard waypoint, where it will stand by until a trigger is free again.
2 or more triggers : the Guard groups closest to each trigger move in to secure it. If the Guard at Trigger #1 is fleeing or destroyed, whichever group is closest will move in to take its place including the guard on Trigger #2 (in which case, another group will move in if available to fill his slot). Basically, the Guards will try their damndest to have a group hovering over each and every trigger at all times, starting from the first one placed and ending with the last.

I don't know if there's a maximum of Guarded By triggers (I doubt it), but it worked with quite a lot. The most important thing to remember is simply that each trigger has its own importance, and that the one they'll abandon last is #1.


Also, on the movement : if I remember correctly, the internal communication between Guard groups isn't always the best. Often they set out on a mad race to see who reaches the trigger first, and then when whomever was fastest is within a set distance, they're declared "winners", and everyone else lumbers back to their Guard waypoints. This is also true when one group starts to flee ; often the flight distances aren't very long (depending on the allowFleeing setting and skill of the soldiers, I believe?), but by the time the original guard group has turned around, another group might already be closing in, starting another little "race". Also, as mentioned : the Guard waypoint isn't all that useful at defending more than one objective, since they WILL leave other bases/important locations with a Guarded By trigger empty if the first trigger is freed.

Note that Guarded By can be used in attack as well ; just place a number of triggers (keeping track of which order they're set) inside enemy territory, and they'll "attack" there if they have their Guard waypoints. For instance if you make a front line, put the main guarded by trigger at the Player's position (=the position most likely to hold) and two other to the north and south, and then make three or more Guard groups; they will each attack their "own" trigger, but if the main group is defeated, they will divert their attack to trigger #1. Now make the northern and southern fortifications weak, and suddenly you might find yourself flanked...

Right, well : that's about the extent of my research into these waypoints. They -can be- very useful indeed, and remove a lot of need for scripting. I haven't really tried them with aircraft. In motorized groups, the units will all unerringly board their vehicle (BMP/Ural/whatever) and then just sit there and wait for death and destruction. Should work okay with tanks.

I suggest you try it in some jungle environment. Just place a single Guarded By trigger in a clearing, surround yourself with vietcong with a Guard wp, give yourself and your group a box of ammo and a machinegun, and have a Huey come pick you up in 10 minutes. And see if you can make it.  :D Lots of fun.

Hope this helped.  ;D

/Wolfrug out.
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Offline bedges

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Re: What all the waypoints does?
« Reply #9 on: 09 Jun 2006, 15:47:28 »
wow...

*bedges takes a few steps back to appreciate the scale and grandeur of the above post*

with the permission of all above i will compile the information supplied and create a new tutorial with the info. stuff too good not to have in one place.

Offline Wolfrug

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Re: What all the waypoints does?
« Reply #10 on: 10 Jun 2006, 16:47:45 »
Of course, dude. But I can't claim I was the first to notice how the guard waypoint/triggers actually worked ; I just remembered some of it a while ago and decided to test it in practice. I'm pretty sure someone at some point in these forums made a comprehensive post, but I just couldn't find it with the search engine :( ("Guard" and "wp" aren't exactly uncommon words :D)

/Wolfrug out.
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mikko

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Re: What all the waypoints does?
« Reply #11 on: 10 Jun 2006, 20:44:47 »
So good stuff!!

Thank you very very much.

Now I have so many ideas in my head to try...

SgtSlick

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Re: What all the waypoints does?
« Reply #12 on: 11 Jun 2006, 02:08:23 »
who knew such a simple selection on the WP menu had so much complexity  ;)

Offline Northgarden

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Re: What all the waypoints does?
« Reply #13 on: 11 Jun 2006, 17:37:02 »
lol indeed  ;D

Offline 456820

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Re: What all the waypoints does?
« Reply #14 on: 11 Jun 2006, 22:27:35 »
Is it me or is it rather difficult to actually go about inserting Guarded By triggers with use of the Guard waypoint. Maybe a demo mission for attack and defend situations could be usuefull.
Some very good info in there about the guarded waypoint and triggers, good job.