Bug Reports / SOLVED - Waypoints Not Working

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Corvus
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Posted: 30th Jul 2015 04:51 Edited at: 30th Jul 2015 06:04
He just stands there. If I can even get the waypoint to show up. It seems to work fine on a new empty level, but none of my in-progress ones.
synchromesh
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Posted: 30th Jul 2015 12:14
are these previous maps old ?

Try re saving one under a new name then try again
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Corvus
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Posted: 30th Jul 2015 20:21 Edited at: 30th Jul 2015 20:58
old? I tried saving under a new name but still have this problem. I also can't get the waypoint to show up at all more than half the time, and if it does, it'll be on top of a random mountain not anywhere near the center of the screen when I hit "create waypoint".

He won't move

Pirate Myke
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Posted: 30th Jul 2015 21:59
create the first waypoint marker in Topdown mode, then you can add others in free flight mode.

Are the any trigger zone markers that appear twisted or are not flat.

Pressing M on the keyboard hides and shows the markers.

Now if the AI and waypoint are more then 600 units from you, then they wont move till you get to that distance.
Try setting the soldier to always active. see if that helps.
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Corvus
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Posted: 31st Jul 2015 09:30
Waypoints and ai work fine on a blank slate but they break as soon as I put them by entities, making level creation impossible.
Pirate Myke
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Posted: 31st Jul 2015 15:25 Edited at: 31st Jul 2015 15:27
I am not having issues on my machine with waypoints or AI on them. There range is quite short from the default script.
Set the always active to yes in properties panel for them to have them active within 3000 units of you instead of 600.

Now only the soldiers will pace the waypoints, it is the way the scripts are setup.

Other characters can be scripted to use waypoints, but you will need to match the animation calls in the FPE file or totally modify a script for your needs.

Now also these guys need a little bit of room around them at least 4 ft, better around 8ft for most cases, so they don't think they are trapped in a boundary.

Which soldier is that pictured above?
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

FabledFoe
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Joined: 26th Jul 2015
Playing: Game Guru
Posted: 31st Jul 2015 20:07
I'm having the same issue. Took the suggestions of Pirate Mike, all but the modifying of the scripts, and it just is not working. Would the specs of the users computer influence this problem?

Pirate Myke
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Posted: 31st Jul 2015 23:16
Should not. Only thing to do would be to try a file verification and be sure all the files are download proper.
Which soldier, and which script did you modify?

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

Pirate Myke
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Posted: 1st Aug 2015 04:58 Edited at: 2nd Aug 2015 14:19
Ok the fix for Corvus's map was the the forcesimpleobsticle=3 was not in the fpe files of the entities from the warehouse building pieces. adding that statement in the orientation section, saving the file, and erasing the dbo and bin files and reloading the level works on my machine.

So in the metrics mode in test game there is a slider called debug. Setting it to 10 will show you the collision for the objects, ensuring that the path it truly clear for the AI.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

FabledFoe
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Posted: 1st Aug 2015 19:18
How do you do a file verification?
synchromesh
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Posted: 2nd Aug 2015 13:14
Quote: "How do you do a file verification?"


Go to your steam library and right click on GameGuru...Select "properties" .....then select "local files" and finally "verify integrity of game cache"
See if that brings anything to light and fixes your issue ...
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Pirate Myke
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Posted: 2nd Aug 2015 14:20
@FabledFoe: Did you get this going?
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FabledFoe
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Posted: 3rd Aug 2015 03:24
Sorry, was busy--Yes, it worked like a charm. Thank you, thank you both. +110. I didn't know we could even do that until now. Very cool.
Pirate Myke
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Posted: 3rd Aug 2015 03:26
Excellent. Glad to hear this.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

FabledFoe
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Posted: 3rd Aug 2015 03:28 Edited at: 3rd Aug 2015 03:29
Thanks

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