-Hairy
Corporal
 
Posts: 178
Registered: 3-17-2004
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Resetting Events...
I want to create an event where a player jumps into a chopper(or other vehicle) and then the (vehicle) takes them to a destination and then returns to
start to pick-up another player.
I can get the vehicle to run its course and even stop right back where it started but the event doesn't reset and the vehicle doesn't start moving
again. Does the reset work at all? How long should I time the reset? I have set it to reset just after the vehicle returns to its point of origin but
it ignores me.
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Eagle_Eye
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Hairy..a few years ago, I modified someone elses map to do this, I don't know who made it, But I added the helos and the events, I put it up on my
site for you to pick up.
Helo Events
Right click on the link, and "Save Target As".. then choose a plce on your HD to save it to.
Regards
EE
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-Hairy
Corporal
 
Posts: 178
Registered: 3-17-2004
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HA! You're my hero, thanks. I am very curious what step I left out. Probably something really simple. Thanks again.
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RtBC-Hammer
Grunt
Posts: 5
Registered: 4-11-2004
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The easiest way to this...
Use an area trigger, when Group1(player) is in area AND Group3(vehicle) is in area, then redirect the vehicle to follow the waypoints and back to the
pickup point. Make sure the last waypoint is in the area trigger tho...
Have the event reset after about 30 secs, enough to make sure the vehilcle will leave the area and not re-trigger, short enough that it will work
again as soon as the vehicle returns.
This way of triggering workes well because it makes sure that the player is in the vehicle...
Hope this helps
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-Hairy
Corporal
 
Posts: 178
Registered: 3-17-2004
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What does having the last waypoint inside the area trigger do?
The problem I've run into with this event is that once the vehicle has run its waypoints it won't restart the waypoints at 0 anymore but will just do
a quick hop around the last waypoint once the event restarts. Does having the last waypoint inside the area trigger reset the waypoints as well?
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RtBC-Hammer
Grunt
Posts: 5
Registered: 4-11-2004
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Ohh... good point, I forgot to mention something.
The way I do it, I have an event like so:
IF GroupX (vehicle) reaches [last waypoint A]
THEN redirect GroupX (vehicle) to [wapoint B]
Making sure that the last waypoint (B in my example) is in the area makes sure that you will be able to climb aboard again, and trigger the vehicle to
go round the waypoints again.
You have to redirect it to another set of waypoints (B in this example), so that when you climb aboard the vehicle again, the event will redirect the
vehicle to the original waypoint set, and it will follow them from the beginning.
The trouble you were having, is that you were redirecting your vehicle to the same set of Wpts. Redirecting it to a second set of waypoints, then back
to the original set makes sure they will be forllowed from the beginning.
Let me know if you can't make sense of what I'm saying, I'll try to find a better way of wording it...
Hope my questions aren't too dumb and my answers are actually useful.... :P
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perigrine falcon
Map Rater
     
Posts: 1684
Registered: 3-11-2003
Location: Iowa
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chopper repeat takeoff
im not sure if this is what u r looking 4 but the chopper would take off(from base), land at last waypoint in list 1(area trigger 2) so players could
get off , take off again(from player LZ), then land(at base) at last waypoint in list 2(area trigger 1) and take off when i got on it again
Event 0: Event 0
Reset after 30 seconds
Delay event 20 seconds
Group 1 is within area 1
Actions:
Redirect group 3 to waypoint list 1
Set group 3 to 40kph
Event 1: Event 2
Reset after 5 seconds
Delay event 15 seconds
Group 3 is within area 2
Actions:
Redirect group 3 to waypoint list 2
Set group 3 to 45kph
this worked for me i put last waypoint of list 1 in area 2 and last waypoint of list 2 in area 1 set waypoints not to loop.
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