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d34db34t

Joined: 25 March 2004
Posts: 145
23 December 2004 04:20 (UK time)

here's the problem-

i make a map and put an infantry dude in. I then place one waypoint near the guy and then others around him. But when i run the map, the dude just takes off in a random direction, how cum?


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jayjay

Joined: 22 October 2004
Posts: 26
23 December 2004 07:42 (UK time)

did you tell the soldier to follow the waypoint?

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Assain

Joined: 02 November 2003
Posts: 979
23 December 2004 13:42 (UK time)

True, you have to start a script command "SC_BindObjectToWaypoint" or somthing like that in a *.sc file or just a single sector command in the map editor. See the Meteor 2 Documentation under scripting and advanced scripting.

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IMYSC2000T

Joined: 17 October 2004
Posts: 237
25 December 2004 00:49 (UK time)

From Object Functions:

void SC_BindObjectToWaypoint( int ObjectId, int WaypointId);
Binds a game object to a waypoint. ObjectId is the ID of the game object, WaypointId is the ID of the map waypoint.

Example
SC_BindObjectToWaypoint(10,2); Binds object ID 10 to waypoint ID 2

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Dominic
Joined: 02 January 2005
Posts: 13
18 January 2005 02:58 (UK time)

I put exactly what you said (yes i placed 11 troop dudes and used the ID number) and ID 10 dude just runs off in a diffrent dirrection HELP ME IM DROWNING HURRY BEFORE I DROWN GAH!

Edited: 18 January 2005 03:11


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IMYSC2000T

Joined: 17 October 2004
Posts: 237
18 January 2005 04:31 (UK time)

Hmm, that doesn't sound right. James?

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Assain

Joined: 02 November 2003
Posts: 979
18 January 2005 22:11 (UK time)

Ive had the same problem. Cheak your log in game by pressing the tilde key (defalt "~";) once the level starts to cheak if any script errors came up.

Be sure to not have it on Waypoint mode while in the object properities... this is a bug. JB might of already removed it though in the newest version.

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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1799
19 January 2005 03:04 (UK time)

maybe evantually for those who really don't like scripting, (Me, for example,) we can make a menu that has a list of script commands that you can pick from and type in the Object ID and the waypoint number or whatever script command your doing. Sort of like in the Tile editor in M1, where you pick from the list of tile properties (teleport player to nearest teleport, standard door, fly player to end tile)
*Papercut
Pro-Murder.
Legalize Crime.


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Dominic
Joined: 02 January 2005
Posts: 13
19 January 2005 03:34 (UK time)

I tried everything! I spent one hour doing diffrent things and it didnt work im at a loss... JAMES I BOW DOWN TO YOU HELP ME!

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Dominic
Joined: 02 January 2005
Posts: 13
19 January 2005 03:47 (UK time)

Okay i have no idea what i did but i got it to work for one map... if i can make it work again I will be so happy i will go jump off a cliff and then... something after that.

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me_mantis

Joined: 26 September 2003
Posts: 1152
19 January 2005 15:40 (UK time)

For those of you who have not yet read the meteor2 documentation, please do so. It really helps. JohnWE is creating a map that is a hands on script teaching expierience to help those of us who need examples to learn(like me=)). If you need help before its released, post here and i'll try to get you a beta.

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Dominic
Joined: 02 January 2005
Posts: 13
21 January 2005 04:44 (UK time)

I have tried everything! I cant get the waypoints to work in the map! It is getting me mad! I want to make just one little tiny unit go somewhere! Isnt this right?

SC_BindObjectToWayPoint(14,15); That is what it says to do in the documatation JAMES HELP MEEEEEEE !

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Assain

Joined: 02 November 2003
Posts: 979
21 January 2005 20:41 (UK time)

Its case sensitive (the script commands). I see you've done waypoint in the command WayPoint. Try just Waypoint.

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James Bunting
Joined: 17 September 2003
Posts: 1308
22 January 2005 00:14 (UK time)

Mail me the map if you are stuck, find my email address on www.jbgames.com.

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Dominic
Joined: 02 January 2005
Posts: 13
22 January 2005 02:59 (UK time)

*gets down on knees and starts to sob* LOL. Tears of happiness! I figured it out thanks to Assasin! ....FREEEEEEEEEEEEEEDDDOOOOMMMM.. now all i need is music for meteor..

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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1799
22 January 2005 17:16 (UK time)

Please man, you gotta stop being so dramatic its beginning to annoy me.
*Papercut
Pro-Murder.
Legalize Crime.


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Assain

Joined: 02 November 2003
Posts: 979
22 January 2005 23:56 (UK time)

Lol, papercut i could say the same for you somtimes ^_^. Anyways, your welcome dominic.

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James Bunting
Joined: 17 September 2003
Posts: 1308
23 January 2005 00:58 (UK time)

Don't worry I am sure its a sign of good inspiration on both counts.

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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1799
24 January 2005 01:27 (UK time)

hmm... I see what you mean:
"WELCOME BACK!!!" thread.
*Papercut
Pro-Murder.
Legalize Crime.


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IMYSC2000T

Joined: 17 October 2004
Posts: 237
25 January 2005 10:10 (UK time)

Heh, Dominic did you say "FreeDoom"?! :p ;D

Edited: 25 January 2005 10:11


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IMYSC2000T

Joined: 17 October 2004
Posts: 237
25 January 2005 10:10 (UK time)

Sorry (accidental double-post)....

Edited: 25 January 2005 10:11


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40oz
 Official Sponsor

Joined: 03 January 2004
Posts: 1799
27 January 2005 02:44 (UK time)

I did find this website that offers doom for free but it is much different than the doom you buy at stores. It has different sounds, sprites, music, maps, etc. I checked out the textures to use for my own on Jdoom. I may use some of them on M2.
*Papercut
Pro-Murder.
Legalize Crime.


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me_mantis

Joined: 26 September 2003
Posts: 1152
27 January 2005 23:02 (UK time)

thats scripting map is up, so feel free to dl it and learn your socks off!

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