Author Topic: Moveable Waypoints  (Read 1691 times)

0 Members and 1 Guest are viewing this topic.

Offline Axem

  • 211
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:

 

Offline Black Wolf

  • Twisted Infinities
  • 212
  • Hey! You! Get off-a my cloud!
    • Visit the TI homepage!
It used to work, someone broke it somewhere along the line though.
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
I've requested this in the past as well as it would allow much more dynamic capship behavior. Let's do it!

 

Offline Shivan Hunter

  • 210
  • FRED needs lambdas!
I for one welcome our new movable waypoint overlords.

 

Offline Iss Mneur

  • 210
  • TODO:
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.
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
wxLauncher 0.9.4 public beta (now with no config file editing for FRED) | wxLauncher 2.0 Request for Comments

 

Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
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.

 

Offline Iss Mneur

  • 210
  • TODO:
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).
"I love deadlines. I like the whooshing sound they make as they fly by." -Douglas Adams
wxLauncher 0.9.4 public beta (now with no config file editing for FRED) | wxLauncher 2.0 Request for Comments

  

Offline Goober5000

  • HLP Loremaster
  • Moderator
  • 214
    • Goober5000 Productions
Not model paths.  AI paths.