bogiegraphics 2 Posted December 22, 2008 Share Posted December 22, 2008 I've been struggling with trying to move a non-combatant vehicle from point A to point B after a trigger event without success. I can move Tanks and Panards, but I would prefer a vehicle (such as the mule or hemtt) that cannot be easily destroyed or (in the case of tanks) shoot back at either the player or the AI. When trying to move the Hemtt utilizing the "OrderCar" or "OrderTank" element type, the Hemtt just sits there. When trying to move the Mule or the M1078, I get a crash that states no speed type set for the vehicle. Looking through the scripting guide, I did not see where the speed setting would be. I would prefer to use a Mule as a mule cannot be destroyed or disabled such as the Hemtt or M1078. World.xml <unit name="mule_resupply" unit_id="6453" name_id="none" actor_id="none" vehicle_id="mule01" sequence_spawn="true" sequence_death="false" team_slot="17"> <position pos_x="6208.6245" pos_y="6550.9683" pos_z="31.568804"/> <rotation yaw="0.022210956" pitch="1.6115669" roll="144.88104"/> </unit> Mission.xml <element type = "ActivateVehicle" vehicle_id="hemtt01" start_time = "0.5"/> <element type = "OrderCar" vehicle_id="mule01" order="move" position="5591.3887 5220.8877 2.4863529" speed="0.5" start_time="3"/> Essentially, I'm trying to create a barrier that a player cannot pass until certain objectives are met. I've also tried utilizing explosions to clear an area without success either. Any help would be appreciated. Quote Link to post Share on other sites
davros 0 Posted December 22, 2008 Share Posted December 22, 2008 Fron the Graw2_scripting.pdf"... "OrderTank Element This element is used to give orders to tanks and mules.... <element type=â€OrderTank†vehicle_id=â€mule1†order=â€move†ai=â€true†world_x=â€-6942†world_y=â€-13449†speed=â€0.5â€/>" You are using order car...Also, you've called the mule "mule01" and are refering to it as "mule1" in the script. ie. typo. Essentially, I'm trying to create a barrier that a player cannot pass until certain objectives are met. I've also tried utilizing explosions to clear an area without success either. Any help would be appreciated. Would need to look into tho other vehicle issues...but re. the above I seem to recall that you can set a vehicle/object to indestructable. That way you can just put something you know works, like a panhard and make it indestructable...not very elegant, but it might work while you try and work out how to get one of the other vehicles to operate how you want. I found this post from Tinker...but could not find this command in the GRAW2 manual... <element type="SetIndestructable" name_id="thing_name" start_time="0.1"/> Try it and ley me know. An alternative may be to use the SetSlot command, to set the unit to slot 40, which the scripting PDF says is "Indestructables". (note: you may need to set the name_id for the vehicle in your world.xml to say "mule01". You can set it back to slot 17 (neutral) when you want to make it distructable again. Try the following.... Mission.xml <element type = "ActivateVehicle" vehicle_id="mule01" start_time = "0.5"/> <element type = "OrderTank" vehicle_id=â€mule01†order=â€move†ai=â€true†world_x=â€5591.3887†world_y=â€5220.8877†speed=â€0.3â€/> ..... <!-- at some later time...--> <element type=â€SetSlot†name_id=â€mule01†slot=â€17â€/> World.xml <unit name="mule_resupply" unit_id="6453" name_id="mule01" actor_id="none" vehicle_id="mule01" sequence_spawn="true" sequence_death="false" team_slot="40"> <position pos_x="6208.6245" pos_y="6550.9683" pos_z="31.568804"/> <rotation yaw="0.022210956" pitch="1.6115669" roll="144.88104"/> </unit> Again, try it out and let us know how it goes. Dav. Quote Link to post Share on other sites
legacywork 0 Posted December 22, 2008 Share Posted December 22, 2008 Bogie I may be speaking out of turn ..... someone may already have mentioned this ..... You will need to put down a vehicle AI graph (ai graph in the editor - press control and M for vehicle AI) also, worth checking (if you already done the AI graph) that the ai graph and ai course files appear in your mission folder. When using a tank you must specify the x,y co-ordinates ... for a panhard you can just use pos= " " but for the panhard to carry and drop off passengers you need a "drop off" location. I'll PM you with a link to a copy of new mission .... feel free to unbundle and see how I have done the panhard if it helps. Only thoughts ..... but they may help Legacy Quote Link to post Share on other sites
Tinker 1 Posted December 22, 2008 Share Posted December 22, 2008 I found this post from Tinker...but could not find this command in the GRAW2 manual... <element type="SetIndestructable" name_id="thing_name" start_time="0.1"/> That is an untested script command from GRAW1. Quote Link to post Share on other sites
legacywork 0 Posted December 22, 2008 Share Posted December 22, 2008 Rad Another quick thought ..... when you place the mule in the editor .... are you setting it as sequence spawn .... then calling for it (as per davs reply) with the ActivateVehicle element ? Legacy Quote Link to post Share on other sites
bogiegraphics 2 Posted December 22, 2008 Author Share Posted December 22, 2008 For some reason, I still have had issues with this section and have spent several hours chaning one thing and testing. - I did initially forget to create the AI for the vehicle, but still did not have the appropriate effect. Both files are in the mission folder and referenced in the world_info.xml. - The "Mule_Resuply" still gave out errors when that portion of the mission was triggered. However, the standard "Mule" worked utilizing the Sequence_Spawn and Activating. When it is time in the script for the Mule to move, it revs up like its going to move, but still just sits there. - Have not tried the "SetIndestructable" command - The Hemtt and Panhard would not move either with the "OrderCar". Went back to your code from Urban_Legacy as well as the Wiki video (as I thought you might need to have a driver), but neither vehicle seemed to want to move. Legacy, thanks so much for the link to Nemesis, I'll check it out a little later and look at the code to see if I'm missing something. I love a challenge, so I'll be messing with it later today. However, what did work was the different approach to use the "SetSlot" on a Panhard to 40 and make it indestructible {Thanks Davros}. Then at the appropriate trigger, turn the "SetSlot" back to 17 (neutral), then use the "ExplodeVehicle" to move it out of the way via airstrike. This was kinda my original intention (destroying the ADAT and all), but I may want to do this with 2 Panhards so that there is less chance for the vehicle to land back on it's original spot. Thanks, Bogie Quote Link to post Share on other sites
davros 0 Posted December 22, 2008 Share Posted December 22, 2008 Glad setslot worked. Re the vehicle, suggest you bundle up your mission as is and upload it to a fileshare so we can take a look. Easier to check that way than trying to explain it in a post and we can have a play and try a few things too. Dav. Quote Link to post Share on other sites
bogiegraphics 2 Posted December 23, 2008 Author Share Posted December 23, 2008 (edited) Removed Post - Thanks, Davros, will password protect. The map is functioning again. Bogie Edited December 23, 2008 by bogiegraphics Quote Link to post Share on other sites
davros 0 Posted December 23, 2008 Share Posted December 23, 2008 So, is it now working ok? If so, suggest you remove the link to the mission otherwise it'll get out. Might also want to password protect it and then we can just pm you for the password so you can control who has access to it and it does not get into the wild. Dav Quote Link to post Share on other sites
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