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BladedEnt
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Joined: 10th May 2006
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Posted: 8th Aug 2006 17:04 Edited at: 8th Aug 2006 17:06
Is it possible to stop entities between waypoints? For example, guard would got to point B from point A would he be able to stop at that point for a couple of seconds to Idle or supposed to guard that point.



Thanks,
Craig Scott

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BladedEnt
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Posted: 9th Aug 2006 16:45
Hello....?

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xplosys
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Playing: FPSC Multiplayer Games
Posted: 9th Aug 2006 20:11
People are looking at this. I'm sure when someone knows the answer, they will post. In the meantime, make sure you have searched.

Crazy Grandpa
Butter fingers
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Posted: 9th Aug 2006 21:05
in the post called something like
"activate waypoint moving with script"

the guy who asked the question actually tried to script the event himself. He then posted his attempt, and asked where he was going wrong.

By doing this, he attracted much more help.

Why not try scripting this yourself, and then post your attempt (even if it doesn't work.) It's more likely someone will help you fix your broken script, than write you a whole new one!

"It's often better to keep your mouth shut and let people think you're an idiot, than to open it and confirm their suspisions" - Noel Coward
Encrypto Studios
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Location: Virginia
Posted: 10th Aug 2006 18:28
in the script bank/user there is a file that might help you speakandmove.fpi

uman
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Posted: 10th Aug 2006 19:02 Edited at: 10th Aug 2006 19:04
Answer is Yes depending upon exactly what you want to do -

So a character can be stopped whilst moving along a path in between path points or nodes - its not just at a node point that they can be forced to stop and carry out functions or actions.

In order to achieve this though one has to study something about how FPSC scripting works - so read up on it either in the manual or in the scipt threads here at the forum.

The order of things is as you should understand - is :

action = waypoint stop = that means a character will stop anywhere along a waypoint

However to get that action to be carried out one needs first to provide an acceptable FPSC recognised condition that proceeds it.

And thats how you do it.

If the condition is true - then the action = waypointstop will be carried out.

How you build in that to you sceanrio will depend on just that - the circumstances of it and which other clever things you do or utilise in order to bring about the condition as being true.

I am not giving much away here am I but as its asked time after time and no one seems to want to make any effort to solve it I am not going to spell it out for them.

I you want to solve a prob - then just think about it logically - this one in its simplest form in itself is very easy to do except for any erratic behaviours inside FPSC relating to engine issues that are well known which interfere with characters and cause them to misbehave.

If you think of one of the main and simplest conditions that FPSC can provide and use it you can force a waypoint stop anywhere quite easily.

The more complex the scenario - the more difficult it is to find a suitable solution as we are limited in both the number of script commands and actions available by default and this applies to most behaviours you want to achieve via scripting which are not provided by default.



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Nue B
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Posted: 11th Aug 2006 03:36
I got it! create a point "C" WOW!!!! the entity can guard at point B... Lay off the grass hippy.

Nue B. or not Nue B. That is the question.

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