Multiple waypoints for escorted vehicles


(denizsi) #1

Is it possible? Like, say, there’s this layout:

A - B -(B1/B2)- C

B1 is a shorter way to C and naturally, B2 is much longer, and you have to escort vehicle from A to C, and defauly path is B1. You escort as far the halfway in short path, B1 but the other teams has blocked it, say blew some building, trees or whatever, blocks the way and the road can’t be made passable back. So the vehicle will turn to B and go through B2 to C. Coult it be possible?

I’d say just forget about the halway, go through B1 if it’s open, and right through B2 if B1 is blocked but then there’s the possibility of B1 being blocked while the vehicle has already entered B1 (and now I’m sure you’ll say don’t block it halfway, block it right on the entry zone)


(sock) #2

The current vehicle scripts in ET have conditions and your waypoint idea is no different. In fueldump, the tank will not cross the bridge unless its built. In goldrush, the tank will not proceed if the tank barriers are in the way. These are all conditions for the tank path which is controlled via the script. The same principle could be applied to your idea.

Sock
:moo:


(Freedom[]Tickler) #3

I had posed this question in a different thread …

** Im working on some map ideas and I have a question. RTCW beach map had artillery that would hit the beach in a few spots (always same spots). I want to make a trigger for artillery barrage that would land in, say, 9 of 12 pre-chosen spots. The idea would be to have 12 destructable objectives for the map, but have a trigger that would launch a barrage that would randomly chose 9 objectives to land on and destroy. So after this event there would be 3 destructable objectives left for one team to destroy.
Is it possible to have a trigger for a pre canned barrage ? Another possibilty would be a barrage that destroys roads/intersections to force a mover to take a differnt path, can that be scripted?

The crux of the ideas Im mulling would be to create maps that play abit differently each time. I think the maps are big enough, its really a question of doing something the game already supports. **

Looks like we are barking up same tree …