Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: the_dark_light on October 24, 2007, 06:15:14 pm
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Sorry for being a complete noob, but I'm new to FRED2 (well fred2_open)
I'm trying to create a mission, part of which involves the player making a patrol. Approaching an individual ship works fine, but for flying to a cargo depot I'm trying to use a navigational waypoint.
I have a waypoint called "Nav Depot", placed between some cargo containers. My events have a is-nav-visited operator which (as I understand) should be trigered when the player comes within 1000m of the point.
Since this does not work, am I to assume that I'm using is-nav-visited wrong. And can anyone suggest a better approach to use?
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Problem partially solved. I should have been Nav Depot:1
But the one I can't figure out is how to apply the same operator to a jump node :confused:
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Just a warning. Nav points and waypoints are two different things. Do not mix up the terms or you'll cause a fair deal of confusion. A waypoint is placed in FRED and is completely invisible in-game. It's mainly used for AI goals and for distance checks like the one you wanted.
Nav points are an SCP addition and can be visible in-game. You can create a nav point using a waypoint (which is the source of much confusion between the two). Nav points are used for visual markers in-game and are a large part of the autopilot system.
For a jump node what you want to do is use a waypoint and distance check based on that. The question comes up often enough that I put it in my FAQ here (http://homepage.ntlworld.com/karajorma/FAQ/fredretail.html#sexps).
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Thanks karajorma :) So how do I create a nav point out of a waypoint?
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From what you wrote it sounds like you've already done it. The add-nav-waypoint SEXP allows you to turn attach a nav point to an existing waypoint.
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That did the trick, thanks! :D