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FPSC Classic Scripts / Waypoint help needed.

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107295
17
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Joined: 26th May 2007
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Posted: 20th Oct 2007 09:35
I notice, when you add a waypoint and make a npc follow it, he walks. Is there a way to make him run the waypoints? If I increase the speed, he just walks faster, but no running. Any suggestions?

So a Shepard said to his flock; "Thou shalt be confuseth!" and so they were.
olliday
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Posted: 20th Oct 2007 16:42 Edited at: 20th Oct 2007 16:44
Ive tried to do this but it doesn't seem to work. if you look in the waypoint script there is "animate=2" which is the walking animation, if you change it to "animate=5" (running animation) it still plays the walking animation. I think is a bug. I think butterfingers waypoint system will do it though, I used it once and it seemed to work.
http://www.peanutbutterfingers.co.uk/sensei.htm
Plystire
21
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Joined: 18th Feb 2003
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Posted: 20th Oct 2007 17:57
Hmmm, it works for me...

Make sure you are altering the same script as what the entity is using as their Main AI.

Do just as olliday suggested and change all the "animate=2" commands to "animate=5".


The one and only,
~PlystirE~

Dammit, Jim! I'm a programmer not a graphic designer!!!

(P)suedo code (L)inguist, (Y)ou (Sti)ll (R)eap (E)verything
107295
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Joined: 26th May 2007
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Posted: 20th Oct 2007 18:04
Ok, Thanks.

So a Shepard said to his flock; "Thou shalt be confuseth!" and so they were.
olliday
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Posted: 20th Oct 2007 21:08
Quote: "Hmmm, it works for me..."

What, you mean changeing the animation number worked?
Because this doen work for me-->

Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 20th Oct 2007 22:18 Edited at: 20th Oct 2007 22:18
Okay, here's the "bug" breakdown.

The "waypoint" commands automatically tell the entity to use animation 2. REGARDLESS of whether you write them first in your script or not, the engine will set the entities animation to what you gave it with the "animate=" action, and THEN tell it to animate with animation 2 because of the waypoint command.

How do you get around this? Simple:



Set the entity's "Speed" to a higher value more fitting of a runner. I found 200 to work just fine.

Run it, and enjoy.


The one and only,
~PlystirE~

Dammit, Jim! I'm a programmer not a graphic designer!!!

(P)suedo code (L)inguist, (Y)ou (Sti)ll (R)eap (E)verything

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