Spawning Paths, and Standing Still

Post your scripting questions / solutions here

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Broadus
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Posts: 235
Joined: Mon Jan 30, 2006 5:35 am

Post by Broadus »

... Not in this case.

Well, guys,
fftank1pathspawn:
level.vehiclepoint.targetname = fftank1path
level.vehiclepoint[0] = ( -23.34 -5519.62 261.91 )
level.vehiclepoint[1] = ( 639.60 -5542.65 260.56 )
level.vehiclepoint[2] = ( -23.34 -5519.62 261.91 )
level.vehiclepoint[3] = ( -723.48 -5460.32 258.13 )
for(local.nodes = 0;local.nodes < level.vehiclepoint.size;local.nodes++)
level.vehiclepoint[local.nodes] = spawn info_vehiclepoint origin level.vehiclepoint[local.nodes]
end
That didn't work at all.
Is there seriously no way to just get one node to connect to another, or getting a script to be like "if guy is here, make him go there"?
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lizardkid
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Location: Helena MT

Post by lizardkid »

actually... node connection may be done in the .pth file. try that trick with the pathnodes again and before you run it delete the .pth file again.
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Broadus
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Posts: 235
Joined: Mon Jan 30, 2006 5:35 am

Post by Broadus »

"May" as in you know it will work, or you're just guessing? 'Cause there's no way to directly edit a .pth file. It's just gibberish.

HOLD UP!
OMFGOMFGOMFG
I figured it out! It's all so obvious, now!
When I put "targetname" "nameofpathnode", then all I have to put after that is "target" "nameofsecondpathnode". That's it! Hooray for us! Thanks for all the help, guys.
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lizardkid
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Location: Helena MT

Post by lizardkid »

the looping script i gave you does that...

i think my head just imploded.
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Abyssus pro sapientia
Olympus pro Ignarus
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AND STUFF™ © 2006
Broadus
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Posts: 235
Joined: Mon Jan 30, 2006 5:35 am

Post by Broadus »

Clearly your looping script didn't work, seeing as how... It didn't work. You never even tried it out yourself, but I did, and I also tried out my previously mentioned successful method.
No offense. I love the help! Just, how can you be sure the script worked if you've never used it?
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