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Engineer goes far away first before going to the waypoint [SOLVED]
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Ousagi
Cyborg Soldier


Joined: 02 Nov 2022

PostPosted: Sun Aug 25, 2024 11:16 pm    Post subject:  Engineer goes far away first before going to the waypoint [SOLVED] Reply with quote  Mark this post and the followings unread

In my map whenever a bridge is destroyed an engineer is suppose to be created from the barracks to the bridge through a trigger.
But the engineer goes far away first before going to the first waypoint.

If I move the barracks to that area, the engineer just go straight to the waypoint as it's suppose to be.
How do I fix the engineer to not go to that area of the map?



Engineer comes out here.png
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Engineer comes out here.png



Engineer goes here first.png
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Engineer goes here first.png



Then finally to the bridge.png
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Then finally to the bridge.png



Script and Teamtypes.png
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Script and Teamtypes.png



Last edited by Ousagi on Tue Aug 27, 2024 6:51 am; edited 1 time in total

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Aug 26, 2024 3:28 am    Post subject: Reply with quote  Mark this post and the followings unread

In teamtype, delete 0 from Waypoint, leave it empty.

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Ousagi
Cyborg Soldier


Joined: 02 Nov 2022

PostPosted: Mon Aug 26, 2024 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

It still goes to the same area. I thought that was it actually.



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Aug 26, 2024 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Uncheck Autocreate, Prebuild and Reinforce.

If it doesn't work, may be share the map.

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Ousagi
Cyborg Soldier


Joined: 02 Nov 2022

PostPosted: Mon Aug 26, 2024 10:34 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Uncheck Autocreate, Prebuild and Reinforce.

If it doesn't work, may be share the map.


This isn't through AI Triggers btw. It's through regular triggers. Also, before I share the map, the units have different names in RulesMD even the Grizzly Tanks so they probably won't appear in game.
Is that okay? If so, I'll share the map. The infantry has the same names so the engineers, gis, etc. will appear

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Ousagi
Cyborg Soldier


Joined: 02 Nov 2022

PostPosted: Mon Aug 26, 2024 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

It doesn't seem to matter which infantry or how many they are.
They all move to that area of the map when created from the barracks.



It doesn't matter which infantry.png
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It doesn't matter which infantry.png



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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Tue Aug 27, 2024 2:44 am    Post subject: Reply with quote  Mark this post and the followings unread

after a team is created and before it goes to its scripts, the AI makes the units regroup at the base. the base location
itself is calculated based off of the location of existing base buildings; so if you have buildings belonging to the house
spread across the map, the base central location will be calculated to be some seemingly random spot hence the
strange unit behavior.

if i remember, there is a trigger action that you can use to manually set that base point to fix the problem

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Ousagi
Cyborg Soldier


Joined: 02 Nov 2022

PostPosted: Tue Aug 27, 2024 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you! The trigger was "137 Center Base Cell Set (YR)". I didn't thought of this trigger before since the description sounds like it's for the Spy Plane
or whatever everything making a Conyard "Primary" does.

I would've never known what that trigger does or would've just stayed with the assumption that it's for the MCV unless the specific scenario that happened on my map happened.
Now I found what its used for and it's actually very useful!

Thanks McPwny!

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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Wed Aug 28, 2024 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

np im glad it was an easy fix

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