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Train scrpit alternates?
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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Oct 17, 2009 4:50 pm    Post subject:  Train scrpit alternates? Reply with quote  Mark this post and the followings unread

I know you can use triggers and scripts to make trains move about, but can you do the same thing for road convoys? Like set triggers and scripts to make enemy vehicles travel around certain parts of the map. I'd try to set it up but seems like alot of work for something I dont know if it will work. Just thought I'd post to see if maybe someone else has tried this first.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Oct 17, 2009 6:39 pm    Post subject: convoy Reply with quote  Mark this post and the followings unread

You want a convoy.... couple tanks and a personal carrier that run around the map and then stop and guys get out? I've done this before it worked.

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crevio
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Joined: 19 Apr 2009

PostPosted: Sat Oct 17, 2009 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, thats exactly what I want. Do I use the train logic for it?

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Titan
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Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Sat Oct 17, 2009 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Train logic? There is no train logic involved, all a train does is move between several waypoints on the train track, which is the only terrain type it can traverse. For convoys, yes, you can have units moving along a predestined path and have them pick it up again from the beginning once they're done. The only problem here is that a lot of non-deterministic factors will screw things up. In TS/RA2 scripting, units will generally not form a coherent group. Sometimes units may drop from the group if they get stuck, etc. There is no way to fix that and there is very little you can do to lower the chances of this happening. So basically, you're working with very dodgy crap most of the time. You can minimize the chances of units getting stuck by keeping the groups small, possibly separating them into different groups.

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Blade
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Joined: 23 Dec 2003

PostPosted: Sun Oct 18, 2009 11:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Use another unused overlay and give it an invisible image but with the same behaviour as the track. Create clone units that behave like trains and stick to the track, place track along the path you want the units to take. Downside is you won't be able to see the track to edit it. You only need one type of overlay because it doesn't need to look different for different directions.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Oct 18, 2009 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

^^ that's an interesting idea
especially civil units which should follow a curvy path along a road would benefit from this, as they strictly follow the road instead of taking the shortest way from waypoint A to B that makes them cut across country.

Though it wouldn't prevent them from loosing their group as Titan mentioned.
The train simply avoids this by having IsTrain=yes that makes it able to crush everything, so nothing can stand in its way and separate the team members in the group. But i doubt that it would look good to have a civil convoy crushing player tanks.

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Titan
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Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Sun Oct 18, 2009 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Although I can appreciate the innovation in the overlay workaround, the novelty is crushed by the sheer unpracticality of the whole thing...

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Blade
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Joined: 23 Dec 2003

PostPosted: Mon Oct 19, 2009 8:06 am    Post subject: Reply with quote  Mark this post and the followings unread

You also have problems with spacing since they all follow right next to one another if you use the follow unit logic which looks a bit silly for a convoy. The other option is tight scripting and locking the player input while the scripts play like a cut scene of sorts but that isn't very interactive.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue Oct 20, 2009 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well this idea didnt work out as well as I had hoped, It works but has a few problems. Maybe with some better scripting it may work better but for now it is a fail!

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Oct 20, 2009 4:03 pm    Post subject: convoy Reply with quote  Mark this post and the followings unread

Well, all 3 tanks move at a different speeds. Heavy tanks are the slowest with light tanks being the fastest. If this convoy is for single player map/campaign for the AI to use then make a separate vxl/hva and place them way down on the list past 100. I've read anything past 100 no one can build. If you place tank a, b, and c down with a transport that all have the speed of say...4, then wouldn't this work? The final destination would be where the tanks defend the spot where the transports drop the infantry off.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Oct 20, 2009 4:26 pm    Post subject: convoy idea 2 Reply with quote  Mark this post and the followings unread

Sry for double post but this has a image

Would this way work? Make all vehicles in convoy separate task/team/script. Think they would be allowed to use the same start way point as long as there is enough time in between creations



trigger :convoy

use a timer for the move out
time elapsed 1 sec create team 1
time elapsed 3 sec create team 2
time elapsed 5 sec create team 3
time elapsed 7 sec create team 4

team 1 stops on wp 0
team 2 stops on wp 1
team 3 stops on wp 2
team 4 stops on wp 3

If not what about using the follow friendlies action in the scripts. I was planning on making a convoy for a few of my maps, when I get my new computer on Thursday I can actually test a few things out if these ideas don't work.

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http://www.ppmsite.com/forum/viewtopic.php?t=27714

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