Product Chat / [SOLVED] Waypoint Help

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Nevin
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Posted: 29th Mar 2019 21:29 Edited at: 29th Mar 2019 21:32
I have not checked myself. But was wondering if I could set a waypoint down as a guide for characters to leave/enter buildings.

If I have a building that characters will be using a lot, I think the character would get stuck at some point. But if I can attach them to the way point temporarily, that would fix that.

So, is there a function for this.

Thank you!

STEPS:
Ai is leaving building
aim for waypoint A
follow way point
stop following waypoint
do this thing now.
are you done?
go back in building.
follow way point

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Nevin
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Posted: 29th Mar 2019 21:48
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Thinking about it more. It would prob be better to have the ai just move to the front of doors then just move them like that. No need for waypoints.
Pirate Myke
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Posted: 29th Mar 2019 21:50 Edited at: 29th Mar 2019 21:54
First thing you will want to consider is, if the door way is wide enough and tall enough.
Next look at the fpe files of the building you are using and make sure they have these statements in them:
collisionmode = 1
forcesimpleobstacle = 3
Reload the map and press test game.
Press TAB TAB.
In the Graphics options window slide the debug slider to 10.
This will show you the collision boxes around your buildings. AI can not cross any lines. So this is where you can check for collision obstacles in the way.

You can then adjust your way point to enter into these building from a more straight on direction.

OK, Now you must script the waypoint actions. I think smallg has a script for that all ready done.
Let me find the link. Look in the global.lua file for all the current commands that can be used.

Check out this thread here on how to control waypoints thru scripting more.. there are example scripts there also.
https://forum.game-guru.com/thread/220591#top
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Nevin
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Posted: 30th Mar 2019 00:24
Nice. Thanks mike!

I never use debug to check paths. But this helps a lot.

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