Product Chat / Do the waypoints work at a higher level?

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3com
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Joined: 18th May 2014
Location: Catalonia
Posted: 2nd Jul 2017 18:53
I need to climb a very high mountain and I have thought to use waypoins and a platform, but I can not get it.
The script I use works fine, I've tried it on other maps and it works fine, but in these cases the waypoint is at ground level.
So the question is as the title says.

The pic below show the platform (green color) and the waypoint, each point being market for a platform just to show best where they are.



Thanks in advance for all tips.

3com
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Pirate Myke
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Location: El Dorado, California
Posted: 2nd Jul 2017 20:23
If you have the scifi pack, maybe try using the drone script. They seem to float in the air.
But I am thinking you may need invisible objects to connect these platforms.
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3com
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Posted: 2nd Jul 2017 20:36
Quote: "If you have the scifi pack, maybe try using the drone script. They seem to float in the air."

Unfortunatelly is the only one I don't own.

Quote: "But I am thinking you may need invisible objects to connect these platforms."

So, the waypoint in this case don't work?
Perhaps engine does not found then when they are not at ground level.

Then I should explore another different way to achieve it, transport to, is the last option here.
Ty Myke.

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

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synchromesh
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Posted: 2nd Jul 2017 20:37 Edited at: 2nd Jul 2017 20:42
I think the height is set in the fpe and not the actual script for the drones ...
Setting a platform to go uphill would require a custom script for sure ... It definitely wont just follow the waypoint uphill.

EDIT ...
defaultheight = 25
hoverfactor = 60

Looks like this defines the Drones height and hover ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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3com
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Posted: 2nd Jul 2017 20:45
Quote: "Setting a platform to go uphill would require a custom script for sure "

Yah! I'm affraid about too.
Ty synchromesh

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

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Pirate Myke
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Posted: 2nd Jul 2017 21:24
I am thinking that using one of AmenMoses scripts could solve this for you, even with an object with an invisible texture. Using these as your path, with blockers till the player achieves what ever goal there is to proceed forward, trigger by a zone script.

Just a guess at the moment. I have no proof yet, But his scripts are pretty good for doing bunches of stuff.
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, Screen resolution 1680 x 1050.

3com
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Location: Catalonia
Posted: 3rd Jul 2017 00:16 Edited at: 3rd Jul 2017 00:18
Solved.
What I did was take smallg script(floating platform.lua), did some changes here and there and it works.
You should declare var ai_patrol_y = {} in global.lua file (and yes you can lost it when updaye and/or check files via steam)
So now you can navigate uphills waypoints.





I'll post a video tomorrow in my wip thread (watercolor world)

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
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Zero_HP
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Location: Leicester
Posted: 3rd Jul 2017 02:22 Edited at: 3rd Jul 2017 02:23
Have you tried putting a floor zone on the raised areas and linking them with a waypoint?

https://www.youtube.com/watch?v=1xo1stf2PnI&t=23s
I'm not a box of avocados, Logan
3com
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Posted: 4th Jul 2017 18:05
@ Zero_HP
I'm using platform and it works fine.

The video here as promised

3com
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz

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