Gambit21 Posted September 6, 2016 Posted September 6, 2016 On the surface this seem simple enough. I want the vehicles to be active on the base when the player is taking off, then deactivate a short time after the player leaves, then reactivate and finish their planned route as the player is landing. (just 'life on the base' stuff which is always a priority of mine) I don't need a trigger for the player leaving/deactivation. I'll just use a timer for that. Seems I would just pipe in (after the first deactivate node) another activate node and trigger the same way I did with the deactivate workflow as per Prang's tutorial.(page 26, AA group) If I'm not wrong, you could keep plugging in activate, deactivate nodes all day long in this way, just making sure the time on each is increased by the appropriate amount. First, just making sure - there's no 'pause' function that I'm unaware of to get a vehicle/convoy to pause at a certain waypoint to prevent all this 'over node madness' Second - if the above isn't possible, then I'm assuming I have to plug in a deactivation timer to the waypoint where I wish the convoy to stop, then pipe in an activation timer to the next waypoint that the convoy is to continue to after it's pause? Seems like a lot of work but that's the logic as I understand it. On the other hand I don't want to make things more complicated than necessary. Seems like there should be a 'pause' node I could plug into a waypoint and set a timer for the length of the stop. Any help, insight appreciated. In the old sim I would just set a ton of waypoints and the vehicles would do laps around the base, with a pause here and there. Long enough so that no matter when the player returned, there were vehicles driving around doing their thing. Trying to come up with a the workflow for accomplishing the same thing in this current ME.
coconut Posted September 6, 2016 Posted September 6, 2016 There is the formation command, use stop to stop the convoy where it is, and continue to make it resume its movement. I'm not sure stopping the convoy will save much CPU, though (if that's what you are trying to achieve).
Gambit21 Posted September 6, 2016 Author Posted September 6, 2016 Thanks Not trying to save CPU, trying to save work plotting a ton of waypoints so that the vehicle is still active when the player returns to base. That command will also be useful for more realistic behavior while the player is present - thank you!
LLv34_Temuri Posted September 7, 2016 Posted September 7, 2016 Couldn't you loop the waypoints: WP1->WP2->WP3->WP4->WP1? I haven't tried this, but that's how I would try to do it.
Gambit21 Posted September 7, 2016 Author Posted September 7, 2016 Ahh - will do. For some reason I assumed that wasn't possible.
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