Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Axem on November 21, 2010, 07:00:34 pm

Title: Moveable Waypoints
Post by: Axem on November 21, 2010, 07:00:34 pm
I think this has been discussed a few times (like with the RTS mod), but I'd like to enquire about the ability to properly move waypoints on the fly during a mission.

I did a few tests, and while set-object-position will "move" a waypoint (I can get the game to report that it's position did indeed change), any ship that tries to move on that waypoint will just move to the waypoint's initial position.

Is this an easy fix? Something that needs a lot of restructuring to even think about doing?

I'd like to know because I have a mission where the player sends a transport long a near arbitrary path of their choosing. The easy way would be to just move waypoints. The hard way would be... a lot of sexps.  :shaking:
Title: Re: Moveable Waypoints
Post by: Black Wolf on November 21, 2010, 08:10:12 pm
It used to work, someone broke it somewhere along the line though.
Title: Re: Moveable Waypoints
Post by: General Battuta on November 21, 2010, 11:09:32 pm
I've requested this in the past as well as it would allow much more dynamic capship behavior. Let's do it!
Title: Re: Moveable Waypoints
Post by: Shivan Hunter on November 21, 2010, 11:32:43 pm
I for one welcome our new movable waypoint overlords.
Title: Re: Moveable Waypoints
Post by: Iss Mneur on November 22, 2010, 01:07:16 am
I have taken a quick refresher of the waypoint code (I had to deal with it to fix the AP code).

In my quick look it appears doable, but will be tedious and bug prone to fix.
Title: Re: Moveable Waypoints
Post by: Goober5000 on November 22, 2010, 03:36:11 am
Don't forget, it's not just the waypoint code but also the path code.  IIRC moving the waypoints was easy, but reconstructing the paths was much harder.
Title: Re: Moveable Waypoints
Post by: Iss Mneur on November 22, 2010, 11:06:09 am
Don't forget, it's not just the waypoint code but also the path code.  IIRC moving the waypoints was easy, but reconstructing the paths was much harder.
Are you talking about the waypoint lists?  As in a series of waypoints for a ship to follow in space? I ask because the only mention of paths in the code is in relation to paths on a model (though the default name for a waypoint list is "Waypoint path %d").  I don't think model paths are what this request is about (at least as far as I can tell).
Title: Re: Moveable Waypoints
Post by: Goober5000 on November 22, 2010, 01:04:16 pm
Not model paths.  AI paths.