Ziprock
Colonel
   
Posts: 402
Registered: 9-4-2004
Location: Nova Scotia, Canada
Member Is Offline
Mood: blah..
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Waypoints
Ive downloaded EE's sample mission for making your own player waypoints. Ive made 5 missions and i still cannot get the waypoints to work. im so
frustrated right now i cant believe it. the way i have this set up is, i kill an AI thats at each waypoint. once i kill the ai at that waypoint, i can
advance.
sometimes i can advance and spawn at a WP, but on my map it says im not at that waypoint yet. this is driving me nuts.
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Can somone take a look at my mis file and see what im doing wrong PLEASE! id be so gratefull
http://www.ziprock.net/main/files/wp%20test.mis
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mr tarzan
Private

Posts: 93
Registered: 6-24-2005
Location: Norway
Member Is Offline
Mood: Happy
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Hi Zip
I remember having the same problem that you describe. Frustrating?
Here's a LINK to my old post.
I downloaded your map, tried to fix it. Didn't have much luck to be honest.
I tried to delete all waypoints and replacing them with new ones. Setting up new events etc.
I've had this problem a couple of times without really getting it fixed. But one thing that is for sure, is that it is always the 1st wp in a wp list
that is the problem.
Maybe someone else knows how to fix this. I don't :o
mr tarzan
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Eagle_Eye
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Try this then...
Event 01: waypoint1
Triggers:
Group 1 reaches waypoint 6, 1
Actions:
Redirect group 1 to waypoint 6 - 2
Event 02: waypoint1
Triggers:
Group 1 reaches waypoint 6, 2
Actions:
Redirect group 1 to waypoint 6 - 3
The advancement event attached to waypoint 6,1 wound be Event 01: waypoint1
The advancement event attached to waypoint 6,2 wound be Event 02: waypoint2
The problem with yours is, as stated in the demo mission, never use event 0 as a start point, it won't work otherwise..
Make event 0 into a null and it should work.
EE
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Eagle_Eye
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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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mr tarzan
Private

Posts: 93
Registered: 6-24-2005
Location: Norway
Member Is Offline
Mood: Happy
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| Quote: | Originally posted by Eagle_Eye
VERY IMPORTANT...DO NOT use event 0...just leave that event blank, or your first waypoint will not cycle.
EE |
:D
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Ziprock
Colonel
   
Posts: 402
Registered: 9-4-2004
Location: Nova Scotia, Canada
Member Is Offline
Mood: blah..
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Eagle Eye, thanks very much. Fixed my map in ten seconds and it works perfectly. You don't know how many times i went over that sample map of yours
trying to figure out what the difference was and why mine couldnt work.
Now i can finish this map! :D:D
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Eagle_Eye
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My Pleasure Zip..
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