View Full Version : getting a unit to exit, then go to a specific spot
i am krazy
08-27-2007, 09:34 PM
im trying to make a terrorist exit a technical, then move to a certian waypoint but i can figure out how, i tried if unit enteres this are follow this path/go to waypoint. i have the terrist able to exit the technical i just need it to move to the spot i want it to
Me Myself & Pi
08-28-2007, 12:51 AM
Well, these two scripts should work:
*** IF ***
True.
*** THEN ***
Unit 'Pick Up 1' follows waypoints, beginning at Waypoint Path 'Pick Up 1'
*** IF ***
Unit 'Pick Up 1' has reached the end of Waypoint Path 'Pick Up 1' (Path\Unit has reached the end of a specific waypoint path.)
*** THEN ***
Unit 'Pick Up 1' unloads.
Unit 'Suisider' follows waypoints, beginning at Waypoint Path 'Suisider' (Unit\Transport\Transport -- Unload units from specific.)
If this doesn't help, upload your map so that I can look at it. Just explain it alittle when you do.
i am krazy
08-28-2007, 02:51 PM
nope didnt work, heres my map, its only part of the intro, just up to the terroist unload
Me Myself & Pi
08-28-2007, 05:37 PM
Your scripting is fine. Just use a timer for about 0.1 seconds after the technical unloads to get the terrorist moving.
The movie was great! Good choice with the speech files. But you should disable the mouse & keybourd input. I was able to tell the sniper to have some fun! Also, you should allow the overlap in the speech files. Sometimes I wasn't able to here a voice clip because the one before it didn't finish playing intime.
chaoscontrol512
08-28-2007, 06:02 PM
Good choice with the speech files. But you should disable the mouse & keybourd input. I was able to tell the sniper to have some fun! Also, you should allow the overlap in the speech files. Sometimes I wasn't able to here a voice clip because the one before it didn't finish playing intime.
A different way around this (one that I use), is to use the script If speech has completed playing. Your gonna need to do a couple extra things to get this to work though. If this script is not disabled by default, it's going to fire as soon as the map loads up. So in the script that plays the audio file that triggers the next audio file, add a line that tells the script that plays the next audio file to enable. You don't have to do it this way if you don't want to, MM&P's way works too. :|
i am krazy
08-28-2007, 06:59 PM
o yea dam i forgot to explain all that lol
k first i wanted to be able to play around and try and get different angles in with the intro in action so i didnt disablke anything fornow
and as for the speech files, yea... my cpu somewat lags in zh, for example the speed of a doser for you guys might move the speed of lets say a humvee on mine basicly everything is just slow but berable so i guese ill need to ajust the timing to work on a faster fps, or mabye someone can do it for me?:) since the basics are already in just need the timing to be ajusted
edit:thx, i finished the intro and im workin on the accual mission now, i hope it turns out the way i want it
chaoscontrol512
08-30-2007, 07:45 PM
Well, you can try turning down the graphics to get the game to run faster, I have it turned all the way down with the exception of particle effects, because I like particle effects! :color1: Game just seems really bland without them. And you may also want to turn the screen res down to 800x600. It should run fine with the graphics turned down. Iif it doesn't, then you just have a really n00by computer :p
i am krazy
08-30-2007, 08:10 PM
yea my cpu SUCKS ever heard of SiS? its the graphics card in my cpu lol figures the one cpu i buy has the imported parts from africa
vBulletin® v3.8.3, Copyright ©2000-2010, Jelsoft Enterprises Ltd.