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-   -   ATF: Assigning Paths/Prerequisite Data (http://forum.shrapnelgames.com/showthread.php?t=16367)

[Deltapooh] September 9th, 2003 06:04 PM

ATF: Assigning Paths/Prerequisite Data
 
Yesterday, I was jumping for joy at finally figuring out how to copy and paste data from the clipboard to be used in AI scripting. Today, I'm weeping.

My intent:

I want my an enemy platoon to attack an LZ when friendly forces arrive.

Script:

1. Drew path for desired enemy unit to LZ, making sure the unit was not in stop mode, then cut the path.

2. Went into AI Faction->Create->Prerequisite Data->Add->Route. I gave the route a name, and left other boxes empty, and clicked ok. The builder asked me if I wanted to use the path on clipboard. I clicked yes, and path was added.

3. Went and drew an event Box around the LZ

4. Went back to AI Faction->Edit->Enemy->Phase Order->Sustain Order->Then set up an Event Box. I tagged the helicopter company to hierarchy giving them a setting of 0 greater than/not equal to.

5. Then set up an order Assign Path, chose the unit, and selected the path stored in game.

So why the heck aren't they moving?

I tried to test my plan in the builder. I drew a path to for the helicopters to the LZ. Nothing happens.

I assigned the enemy force I wanted to move a formation. When the helios reach the LZ, they seem to form up, but stop.

Any info would be appreciated.

Patrick Proctor September 10th, 2003 05:50 PM

Re: Assigning Paths/Prerequisite Data
 
This is the correct way to do it. When you assign a path, it automatically makes the first node a stop node. This is done in case you want the unit to just change facing, not move.

[Deltapooh] September 11th, 2003 01:12 AM

Re: Assigning Paths/Prerequisite Data
 
Figured it out. I had to give the unit a cancel toggle order ->stop. It worked. I was wondering if there is another way to do this without having to cancel order. I do uncheck stop before I test the unit. They just go back into it when the clock starts ticking.


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