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Author: Subject: waypoints don't work with DFX NEW UPDATE 11-15-05
GoldenEagleLST
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[*] posted on 11-16-2005 at 06:01 AM
waypoints don't work with DFX NEW UPDATE 11-15-05


I loaded the new DFX update 11-15-05 they changed the hud screen from spin to gps now all my waypoints don't work in any of the maps I created OMG is this just happening to me or does anyone else have the same problem?

Title edited..by EE
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[*] posted on 11-16-2005 at 08:47 AM
DF: X | New Update Available v.1.6.9.3 ...sucks


Well after working on a single player map for a good 50 hrs Nova seems to have done it again.

Navigation waypoints don't seem to work now. The 1st waypoint shows up but when the player reaches it , it doesn't go on to the next one.

Anybody else having this problem?

I know this is a mapping question but I started in here so maybe we can figure out the bugs of this new and wonderful update.

I know this is a major bug. Hopefully its just me but I don't think so.:(




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Eagle_Eye
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[*] posted on 11-16-2005 at 02:58 PM


So far I have only tested 1 map..and that's my Eagle Eye Check Point mission.

The Check points/respawns still work, as do the player waypoints.

###EDIT..

The last waypoint in the above demo mission doesn't click over...??!! But the rest do..

OK..I tested another missions, and, they didn't work..looks like you need a advancement event on each waypoint to make them click over to the next one..

I'll test that theory shortly..

Oh..btw, the med has changed to 2.60 was 2.59..

I kept a copy of my install before the update, so I will see if it's the Med at fault..

### END EDIT..

EE









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Eagle_Eye
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[*] posted on 11-16-2005 at 07:54 PM


OK..you don't need to give up guys, there is an answer..

I posted a demo map here ---> EE's Setting SP Waypoints..

Here is the text in the Zip, also posted as the Download description..

::::::::::::::::::::::::::::::::::::::::::::::::::::::

Map Name: EE's Setting SP Waypoints..
Game Type: Set in SP Mode
Author: Eagle Eye
Game: DFX full Version

Notes:
This small Demo map is set in SP mode, but, not tested in Coop.

After the last update..1.6.9.3, there has been a problem setting the Player Waypoints...they no longer cycle to the next waypoint as you follow them.

There is a way around it. You need to set an "Advancement Event" for each waypoint so they will auto cycle as you approach them. This is also called setting a Checkpoint.

What is a checkpoint?

A Checkpoint is a spawn point that becomes active after a certain event has
been triggered..

So, as an event is triggered the players spawn point progresses through the Player waypoints..avoiding having a long run back to the action.

What you need is a waypoint list set for the Players..

An event for each waypoint, it only needs to be a trigger, no action is required.

See events 1 to 5 in the mis file.

VERY IMPORTANT...DO NOT use event 0...just leave that event blank, or your first waypoint will not cycle.

Pay particular attention to the Item attributes of each waypoint. Notice they are ticked as a navigation waypoint, and that each has an advancement event..

EE









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[*] posted on 11-16-2005 at 11:54 PM
Cool deal


Thanks EE:D

***********Edit*******************

Result:

Works great. Nice and quick response EE.
Thanks for checking that out for us.




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Eagle_Eye
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[*] posted on 11-17-2005 at 11:21 AM


Thats Cool Sonic..I just had to figure this out why.... my Checkpoint Mission Waypoints worked, and my original SP waypoint test mission didn't..

Then I had a brain drain when using event 0..cos it didn't work..LOL..

I could cycle past the first waypoint with the F7, then the rest would work...so it took a few tests, but finally figured it out..

I'll test it on Coopp asap..

EE









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GoldenEagleLST
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[*] posted on 11-17-2005 at 06:19 PM
Co-op test


EE I sent you a co-op in e-mail that worked for me two days ago see if you can fix the waypoints and send it back so I can see how you fixed it I could'nt get it to work right.
Thanks GE
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[*] posted on 11-17-2005 at 06:34 PM


Yeah, I have it, been working on it for an hour or so..

Make a few changes, hope you like them..

Have you got my new items def from the download section? It shows a heap of hidden items..

Cos your using a heap of trees, when you can use the Banyon tree group that I unlocked..

When I send it back, I'll give you a rundown of what I have done, and why..

I edited more than just the waypoints, I thought you could learn more this way, cos the changes will be more noticable..

EE









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GoldenEagleLST
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[*] posted on 11-17-2005 at 08:15 PM
txs EE


I'll download the def today I thought for a secound you meant the 214 pics file but i see the def is different.
Txs again looking forward to seeing the changes and the lessons.
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[*] posted on 11-18-2005 at 03:22 PM


Okay. here's something very strange...

I was working on a mission when the new update came out, and was not happy to find out that I would have to use spawn points as waypoints (I'm not real fond of spawn points in SP). Anyway, I tried EE's method of getting waypoints to work, and it worked fine. Then today I was playing around with the mission again, and set some waypoints up with the Advancement Event set to none and guess what? They work!

They are set as player navigation waypoints, but without any advancement event, and they work normally.

The only thing I changed from last night to today was a mission.bin file for the mission I'm working on. I decided to rewrite it, so I deleted it. But I don't see how a mission.bin file could be the cause...

Anyway, waypoints now work normally for me. :)




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[*] posted on 11-18-2005 at 03:40 PM


mmm..OK..I'll look into this as well..

Cos all th stock missions seem to work OK, and they alll have bin files..

Thanks for the info Saedor.

#### Edit...
OK..I'm playing with this..
So your saying that with No bin file, the waypoints auto scroll..??
#### End Edit...


:)
EE









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[*] posted on 11-18-2005 at 07:29 PM


Not anymore...

Somehow, my version reverted to 1.6.5. I dunno how it happened, but it did. That's why the waypoints started working again. Anyway, I re-patched to 1.6.9 and the waypoints stopped working again.

Frustrating....




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[*] posted on 11-23-2005 at 12:42 PM
waypoints


While fixing a map for GoldenEagle LST
I noticed that you can use most anything that you destroy to make the waypoints work
but all are now advancement spawn points

I know a lot of the older maps will not work after this update even mine

what fun Nova has left us with
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[*] posted on 11-23-2005 at 12:52 PM


Yeah Mole..your right..you can use any event that's suitable to set the trigger off..or make a new one..

Your gonna have to do this for all your maps, then update them.

Yes..it makes every waypoint into a spawn..but I suppose that's not really a problem..I hate a long run anyway..

Just make sure you choose an event that doesn't make you respawn in the middle of a heap of AI..so you need something that may looks to see if they are all dead first.

EE









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[*] posted on 11-23-2005 at 06:34 PM
One step forward, two steps back.


All this almost makes me want to shelve DFX and go back to BHD (or even LW/TFD!) until they fix it. But... I just can't bring myself to do it, I love DFX too much.

Sad, huh? :)




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[*] posted on 12-14-2005 at 03:43 AM


You could reinstall and patch with 1.6.5. , then the old user made maps should work.

However, I think you need 1.6.9 to play on the NovaWorld servers...
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