Quote: "but know i need to know how to get large dynamic entities to follow a waypoint."
The first thing is the FPE file for the entity has to have the following:
"ischaracter=1"
For example, we have a "rolling boulder" (courtesy of Rosstradamus) and in order to have it follow waypoints, I had to edit the FPE. It looks like the following:
;Entity Spec
;Created by: Ross V Hunt aka Rosstradamus
;Header
desc = boulder_roll
;ai
aiinit = appear1.fpi
aimain = follow&destroy.fpi
aidestroy = disappear1.fpi
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
;orientation
model = boulder_roll.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
scale = 100
fixnewy = 0
defaultstatic = 0
materialindex = 2
collisionmode = 1
strength = 0
ischaracter = 1 <--- this needs to be there
speed = 200
soundset =
soundset1 =
;visualinfo
textured = rollingstone_D2.dds
effect =
castshadow = 0
;Animationinfo
animmax = 5
anim0 = 0,0
anim1 = 0,99 (SLOW Roll)
anim2 = 109,169 (MEDIUM Roll)
anim3 = 179,219 (FAST Roll)
anim4 = 229,249 (SETTLE STILL)
The second thing is the model itself. In order to properly follow waypoints (using follow.fpi for example), the model itself may need to be exported with the 'skin & bone' export option, since characters are done this way. The model may need to be re-exported using this option.
Third, you will have to deal with collision and player association. This means you need to script the vehicle so that it knows when the player is on it and what to do from there. A good example of this is a lift and the script used for that.
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