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Author: Subject: (AI) Waypoint troubles and answers
chrislew200
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[*] posted on 1-20-2005 at 07:54 AM
(AI) Waypoint troubles and answers


Question: My vehicle keeps going around the same waypoint?

Reason: The reason this happens is because you have set your waypoints either to turn too sharp, or your radius of the waypoint isn’t large enough for the vehicle turning circle.

Solution: You need to set your waypoint radius to a higher number this will then make the waypoint a larger area I normally my waypoints radius between 5 and 10. This is done in the waypoint attributes.


Question: When something fires at Vehicle following a waypoint list it starts circling the next waypoint, even though it followed the waypoint list previously without a problem?

Reason: It has been noticed that sometimes when a vehicle is fired at it loses its position slightly and can’t get the next waypoint. This happens due to the size of the radius of the waypoint and that the vehicle has been knocked off course.

Solution: You need to increase the radius of your waypoints because if the waypoint is left set at default the vehicle cannot hit the waypoint as it’s too small.


Question: How do I create a waypoint list?

Answer:

How To Create a Waypoint List

1) Insert your waypoints in to the map and set they’re Z values. (Its easier to do it in 3d mode as you can see the height change in real time).

2) Now click on the waypoints tab.

3) Now click on new list.

4) Now change to 2D mode.

5) Click on the waypoint that you want to use as your first.

If you notice when you clicked on that waypoint it appeared in the list to the left hand side of the screen.

6) Now continue to click on the waypoints in the order you want until they are all in your list.

7) Now with all your waypoints selected change to the objects tab and click edit now in the radius box put a 2.

8) Now change back to the waypoint tab

9) Now if you want it to be a blue team waypoint then put a 1 in the team box if you want it to be a red team put a 2.

10) If you want the waypoints to loop then tick the box that says loop.

11) Your waypoint list is created.

12) Now triple click your waypoint list name and rename it for easy reference.


Question: How do I get my AI to follow a waypoint list?

Answer:

GETTING YOUR AI TO FOLLOW THE WAYPOINT

1. Insert your AI somewhere near the first waypoint marker of the list you just created.

2. Now click on the events tab.

3. Now click new event.

4. Select conditional event.

5. Click ok.

6. Now in the bottom left of the screen click on new condition.

7. Now a box should open called if conditions click on the word past.

8. Now type in the number 3 into the second’s box.

9. Click ok.

(Ok what you just done was setup the trigger so we could do the action all that trigger says is if its 3 seconds since the game started then do the following action)

10. Now click on new action.

11. Select units in the category drop down box.

12. Now scroll down in the action box and select “unit to waypoint”.

13. In the SSN drop down box select the AI you inserted.

14. In the waypoint box select the waypoint list you created.

15. Now click ok.

That’s it its all done now start the mission and the AI will walk around those waypoints after 3 seconds.


Question: Can I use Waypoints instead of area triggers?

Answer: WAYPOINTS INSTEAD OF AREA TRIGGERS

As the area triggers within Nile do not work we have to use the waypoints as an area trigger this is easily done via the events or wac file. I don’t know if you noticed but all the events are now in wac when using Nile. But anyway this is how to use waypoints as area triggers.

HOW TO USE IT AS A TRIGGER

1.Click the objects tab.

2.Double click the waypoint you want to use as a trigger.

3. Change its radius to 10.

4. Now click on the events tab.

5. Click new event.

6. Select conditional event and click ok.

7. Now in the category drop down box select unit.

8. No click on ssnonssn

9. In the first son box put the object you want probably the player or vehicle.

10. In the second box select the waypoint that you want to be the trigger.

11. Click ok.

12. Now just pick the action you want the trigger is all setup.


Question: My AI just bunch up when they reach the end of a waypoint list?

Reason: AI are stupid no im not joking they are when it comes to moving around a map, basically what happens is the AI reached the end of the waypoint list and just stop there because they havent been told to do anything else.

Solution: Tell them to go to another location this can be done by redirecting them to another waypoint list or redirecting them to an object within the map to trigger the event you could use the final waypoint as shown above.

Question: I have my AI attatched to transport truck but they wont get off the truck to follow a waypoint?

Answer: The problem is the AI are attached to the vehicle they must be detatched from it before they can move this can be done by using the unit release action in the nile events.





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chrislew200
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[*] posted on 1-20-2005 at 08:03 AM


ok i have posted the above as they seem like very relevant posts they are all taken from the forums so evryones feedback has influenced it. if you find it usefull reply to this post and ill make it a sticky.

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[*] posted on 3-9-2005 at 04:54 AM


Thanks, it has been of great use!:D
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[*] posted on 3-9-2005 at 10:16 AM


I don't know if I should ask this question here, but since you are providing some basic tips, here's one for ya.

If not looping the AI waypoint, how do I disperse a squad once they have arrived at a set location?

I have thought of setting up different stationary wpns, but if I have a large patrol, (10 guys), this becomes a problem.

In my map I have a patrol which ends up at an area with an S&D objective. When they get there, all they do is clump up into a big "hug fest"....which is funny the first time you see them, but not the desired affect.

Any help would be greatly appreciated....btw the tips here have helped me with my first Freshman attempt.

I hope to have it posted this week.
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[*] posted on 3-9-2005 at 07:04 PM
Hay Chris


I should add this info to the Nile Manual what do ya think?

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[*] posted on 3-11-2005 at 03:54 PM


thx this helped alot but i wanna know if u guys just know all this or nova sends it to u:o



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[*] posted on 3-11-2005 at 10:24 PM


We dont get the info from nova we have to find out for ourselves a lot of that info was from these forums.

it would be a good idea iceman but i have a few more to add in first im slowly putting them together.

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[*] posted on 3-12-2005 at 11:17 AM


Thanks for the reply.....I got an answer at...of all places.....NOVA's forums.
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[*] posted on 3-13-2005 at 02:32 AM


ive just added 2 more to the above post something i found today while trying to make my map



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thumbup.gif posted on 3-13-2005 at 05:23 AM


Thanks for adding that one, it will help out alot for those who are using waypoints vs. hordes of static AI.
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[*] posted on 3-22-2005 at 03:29 PM
Waypoint usage and WAC file example


Here is my WAC file that is heavily commented for others to use as an example. This shows how to put guys in humvees and start the engine and drive along waypoints. As in this example I'm using the same waypoints for two separate humvee's, one starting at a different place than the other. Also, in this file you will see that there are 4 guys that walk around a series of loop waypoints.

// Git-R-Dun-Mission3c ---- Git-R-Dun-Mission 2---
// events for a WIN
// must blow these up in no paticular order and no time limits
// -----------------------------------------------------------------------------------
// ssn(79689) = box
// ssn(66804) = oil tank sideways
// ssn(66803) = oil tank sideways
// ssn(66809) = vertical oil tank
// ssn(66808) = vertical oil tank
// ssn(66807) = vertical oil tank
// ssn(66806) = vertical oil tank
// ssn(66805) = vertical oil tank
// ssn(66811) = gas barge
// ssn(66812) = gas barge
// ssn(66813) = gas barge
// ssn(79700) = 50 cal defense destroyable #5 on top of tower
// --------------------------------------------------------------------------------------
// items listing for ease of following logic
// ssn(79692) = 50cal defense #1
// ssn(14157) = 50cal defense soldier #1
// ssn(79694) = 50cal defense #2
// ssn(14160) = 50cal defense soldier #2
// ssn(79695) = 50cal defense #3
// ssn(14161) = 50cal defense soldier #3
// ssn(79699) = 50 cal defense #4
// ssn(14162) = 50cal defense soldier #4
// ssn(14165) = 50cal defense soldier #5
// ssn(210821-210848) = waypoints for humvee#1 & #2 routing wplist id 70
// ssn(79777) = mk51 humvee #1
// ssn(14242) = bad guy driver of 79777
// ssn(14243) = bad guy rider of 79777
// ssn(14244) = bad guy gunner of 79777
// ssn(79781) = mk51 humvee #2
// ssn(14248) = bad guy driver of 79781
// ssn(14246) = bad guy rider of 79781
// ssn(14247) = bad guy gunner of 79781
// ssn(201857-210871) waypoints for walking bad guys to follow (loop 1) wplist id 36
// ssn(14264) = bad guy#1 walking 1st loop infront of fort.
// ssn(14265) = bad guy#2 walking 1st loop 8 seconds after begin game
// ssn(14265) = bad guy#3 walking 1st loop 15 seconds after begin game
// ssn(14265) = bad guy#4 walking 1st loop 23 seconds after begin game


// EVENTS START HERE
// NEW EVENT - mounts enemy soldiers in 50 cal defense positions at start of game
if never() and (Before(40)) then
SSN2SSN(14157,79692)
SSN2SSN(14160,79694)
SSN2SSN(14161,79695)
SSN2SSN(14162,79699)
SSN2SSN(14165,79700)

endif
// <<<<
// if never() and (Past(3)) then //New Event <<<<< inserted by nile for hummer #1
// SSNtoWP(79777,70)
//endif
// <<<<
// NEW EVENT - put bad guys in humvee and take off after 3 seconds
if never() and (Past(3)) then //New Event
SSN2SSN(14242,79777) // driver #1 into humvee #1
SSN2SSN(14243,79777) // rider #1 into humvee #1
SSN2SSN(14244,79777) // gunner #1 into humvee #1
SSNtoWP(79777,70) // move hummer to starting position (waypoint), start engine and take off
endif

// if never() and (Past(3)) then //New Event <<< inserted by nile for hummer #2
// SSNtoWP(79781,70)
//endif

// NEW EVENT - put bad guys in humvee#2 and take off after 3 seconds
if never() and (Past(3)) then //New Event
SSN2SSN(14248,79781) // driver#2 into humvee#2
SSN2SSN(14246,79781) // rider#2 into humvee#2
SSN2SSN(14247,79781) // gunner#2 into humvee#2
SSNtoWP(79781,70) // move hummer #2 to start position (waypoint), start engine and take off
endif
// optional--------------------------------------------------
// NEW EVENT - if humvee #1 is blown up then do not show it
if never() and (ssndead(79777))then
removeSSN(79777)
endif

// NEW EVENT - if humvee #2 is blown up then do not show it
if never() and (ssndead(79781))then
removeSSN(79781)
endif
// optional-------------------------------------------------

// NEW EVENT - move bad guys 14264 and 14265 around the map

if never() and (Past(3)) then //New Event - if past 3 seconds from start of game start walking
SSNtoWP(14264,36) // move bad guy 14264 to waypoint list 36 and start walking
endif
// NEW EVENT
if never() and (Past(8)) then //New Event - if past 8 seconds from start of game start walking
// behind bad guy number 14264
SSNtoWP(14265,36) // move bad guy 14265 to waypoint list 36 and start walking
endif

//NEW EVENT
if never() and (Past(15)) then //New Event - if past 15 seconds from start of game start walking
SSNtoWP(14266,36) // move bad guy 14266 to waypoint list 36 and start walking
endif

// NEW EVENT
if never() and (Past(23)) then //New Event - if past 23 seconds from start of game start walking
SSNtoWP(14267,36) // move bad guy 14267 to waypoint list 36 and start walking
endif

// NEW EVENT - E N D O F G A M E if all conditions are met 'in other words blow up stuff'
if never() and not ssnalive(79689)
and not ssnalive(66804)
and not ssnalive(66803)
and not ssnalive(66809)
and not ssnalive(66808)
and not ssnalive(66807)
and not ssnalive(66806)
and not ssnalive(66805)
and not ssnalive(66811)
and not ssnalive(66812)
and not ssnalive(66813)
and not ssnalive(79700)
then
win(1) // BLUE TEAM WINS or at least folks assigned to team 1 win
endif
//
// END WAC FILE
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[*] posted on 4-23-2005 at 03:23 AM


I am trying to place waypoints for vehical movement. I follow the instructions on the forum and when I get to the point of clicking on the wp to place it in the white box it does not show up. What am I doing wrong? lol


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[*] posted on 4-26-2005 at 03:32 AM


are you in 2d mode when you are trying to select them.



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[*] posted on 4-26-2005 at 08:15 AM


I got it. Thanks

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[*] posted on 7-23-2005 at 06:16 AM
WP 0


Yesterday I made a map where the AI would not accept the ssntowp(ID,0)
I copied the groups and also the WPLs. So WP(1) , WP(2) aso works no problem. Is there a known bug ( in NILE) at least that WP(0) does sometimes not work ??

BTW : I manually changed the ID in the NPJ file from 0 to 3 and - it worked ! ?




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[*] posted on 6-24-2006 at 08:07 AM


Is there anyway to set up a Group command to follow a waypoint? cause i made a group of 5 AI and used event, group to waypoint list 1, and they don't move?
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[*] posted on 6-24-2006 at 08:17 AM


Not with the nile editor as far as i know



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