Scripts / can entities other than characters move?

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Timba
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Posted: 11th May 2015 18:27
So, i'm trying to make items move like, a chair but when i put the way-point the entity just won't move. Are characters the only items that can move by way-points?
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smallg
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Posted: 12th May 2015 00:18
by default yes
i have a an edited waypoint code that works with non characters though, i shall post it for you tomorrow
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Pirate Myke
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Posted: 12th May 2015 02:08 Edited at: 12th May 2015 02:09
the reason for this is that character have a statement in there FPE file that allows use for this, any object that is marked as a character in the identity section should follow a waypoint. But you will need a script also for this.. Smallg will post it for you, or you can go thru his script thread and get it your self.

With his script you will not need to change the fpe files.
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smallg
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Posted: 12th May 2015 12:40
hmm sorry i guess i was tired, you do have to set something as a character to make it follow the stock waypoints (needed to check nearby waypoints)
i was thinking my vehicle script wasn't a character.

the standard waypoint code is this
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Timba
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Posted: 12th May 2015 13:12 Edited at: 12th May 2015 13:14
I didn't know it could be so difficult so do this. So i just add this script to any entity and it should just follow a way-point?
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smallg
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Posted: 12th May 2015 13:28 Edited at: 12th May 2015 13:32
edit; ok file verification fixed it

its not difficult to move an object but there's no way for us to detect waypoints other than using the default code which requires the object to be set as a character (as it uses some AI commands)
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Timba
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Posted: 12th May 2015 13:32 Edited at: 12th May 2015 13:32
About a week ago i tried making a character follow a way-point but he just stood there. I though it was something i was doing wrong so i let it go since i was just testing something out.
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Timba
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Posted: 12th May 2015 13:35 Edited at: 12th May 2015 13:35
Quote: "
edit; ok file verification fixed it

its not difficult to move an object but there's no way for us to detect waypoints other than using the default code which requires the object to be set as a character (as it uses some AI commands)"


Awesome. Will check it out as soon as i get home.
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GoDevils
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Posted: 12th May 2015 22:50
@ Timba

You can make any entity move using scripting commands, as long as the entity is set-up as non-static in the FPE. I'm not big on way-points at this junction. It is not all that complex to set-up a movement script where you can move an entity trough a group of preset positions, and even reset so the entity so the movements are repeated.

Check out my video in WIP called Welcome to Mill Town. In this I have a dozen cars and trucks moving through a series of movements and turns all without way point or AI control.
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Pirate Myke
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Posted: 12th May 2015 23:12
Some characters are free roaming characters and do not have the waypoint codes in them. These are Zombies and Fantasy Characters.

Only the Soldiers have the waypoint code in there scripts.
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Timba
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Posted: 13th May 2015 13:33
Quote: "Some characters are free roaming characters and do not have the waypoint codes in them. These are Zombies and Fantasy Characters.

Only the Soldiers have the waypoint code in there scripts."


that's a sucks is it difficult to add the way point script to zombies? Is it a simple change in the fpe or more to it?
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Pirate Myke
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Posted: 13th May 2015 14:41
Your best bet would be to duplicate a soldier script and modify it changing the animation calls to match the zombie animations. But be it known that the zombie waypoint function was removed, because they look rather weird following way points.

But this should be possible thru the scripts.

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smallg
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Posted: 13th May 2015 17:54
Quote: "You can make any entity move using scripting commands, as long as the entity is set-up as non-static in the FPE. I'm not big on way-points at this junction. It is not all that complex to set-up a movement script where you can move an entity trough a group of preset positions, and even reset so the entity so the movements are repeated.

Check out my video in WIP called Welcome to Mill Town. In this I have a dozen cars and trucks moving through a series of movements and turns all without way point or AI control."


i would personally just use hidden objects as my own waypoint system if i was set against making something a character for some reason, much easier to move stuff around in the editor than try and modify specific co-ordinates or move values

Quote: "that's a sucks is it difficult to add the way point script to zombies? Is it a simple change in the fpe or more to it?"


wouldn't recommend it, the zombie scripts are pretty confusing, would be easier to completely rewrite imo but i see Info-Shock Software is planning to try so maybe he will get it working
life\'s one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11
GoDevils
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Posted: 15th May 2015 20:40
Hi smallg

interesting comment about "Using Hidden Objects". Is there a code to have an entity move to another entities location?

Thanks
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smallg
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Posted: 15th May 2015 20:56
i have my command
RotateToEntity(e,targete)


which i would use to set it in the right direction and then check the distance and update to the next target entity when nearby.
if you include the name check it should be really easy to add new waypoints too without needing to edit entity numbers

life\'s one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11

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