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The last waypoint...my tank disapears


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6./ZG26_Emil
Posted

I was testing some things that had waypoints and I noticed that when it got to the last waypoint it vanished.

 

Is there a command that stops this happening or does it sound like my group has a problem?

SYN_Haashashin
Posted

Hi Emil,

 

No command can stop that and your group have no problem, Its an engine "limitation". Anything that have a WP attached to them will desapear after couple of seconds, this happens with planes after landing and taxing, tanks and trucks.

6./ZG26_Emil
Posted

Thanks Haashashin

 

I can always change the speed on the last waypoint to something really slow.

 

Stuff like this just bugs me until I know why it's happening and I tend to get sidetracked :D

SYN_Haashashin
Posted

Emil, you can allways use tents to kinda "hide" that the trucks despawn. Caryatid uses this and it looks very good. Just make the trucks drive inside the big tents made for planes ;). I think I saw this on Caryatid first video about his server missions.

  • Upvote 1
6./ZG26_Emil
Posted

Nice idea :)

 

I was building a mission where the Germans advanced to a certain point and then the Russians counter attack, but the tanks vanished. Now I know the limitations I can work around it without any fuss. 

[DBS]Tx_Tip
Posted

Just not having this problem. Online or Off, On road, Off road, User specified formation...etc. Vehicles and/or Armor stop at last waypoint and stay there.

Perhaps it's the way you are initially setting up the routines. Are you subtracting or adding waypoints after the initial setup?

SYN_Haashashin
Posted

My bad, I forgot about the stop/move thingy. Sure it can be use and the vehicules and stuff should stay there.

 

Thanks Tip ;)

6./ZG26_Emil
Posted

Does this look right? I wont lie...I still struggle with the logic and how things work. I get that the timer spawns stuff but when I want things to happen after the first waypoint I dont totally get where I am pointing commands to. I'm pretty much reverse engineering other peoples groups to work them out.

 

https://dl.dropboxusercontent.com/u/57983337/tank.PNG

[DBS]Tx_Tip
Posted

... I wont lie...I still struggle with the logic and how things work....

You and me both brother.

 

Looking at the Screenie where is the "Power" i.e. Trans:Mission_Begin  to the first waypoint? You can have as many TMBs as you want. Maybe it's not needed but I always power up the first waypoint.

I'm going to think that the Spawning works and the Tank has a "On Spotted/Started" Event that goes to Trigger WP 16 which has WP 17 as its Target with the Tank as its Object.

Trigger WP 17 then has a Timer as a Target? with the Tank as its Object.

 

The WP 17 having a timer as its Target then that timer is what activates the CMD Stop doesn't look right. In fact that the WP 16 has a Timer as a Target which goes to WP 17s Target Timer doesn't look right either.

 

Let me ask you this. If you remove those Timers from the WPs along with the CMD:Stop will the Tank travel to WP 17 then stop and remain? Or is this when the Tank disappears?

The reason I ask is that just having the WP17 with the Tank as its Object and no Target would be correct for the tank to remain visible. 

 

I would give WP 16 some power, TMB with 1 second Timer, remove the Timers from WP 16 and 17 along with the CMD:Stop and recheck if the Tank will Stop at WP 17 and remain. 

  • Upvote 1

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