Author Topic: Nav Points...  (Read 1814 times)

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Offline trinijoy

  • 24
  • Wing Commander is great!
Okay I read the basic tutorial on the Wiki on how to do Nav points.

My question is do I want to create the nav points first, then restrict them from view in the script, or do it the oppoiste way.

Now say I create the NAV, i have to script in when player ship is like 1500 meters from the nav or something to that effect, have the enemies spawn?

Now in the script, I need to tell the second nav to be appear when all enemies are destroyed at Nav 2, and then have the script spawn those enemies when i am close?

Have I got the basic idea here?
"If you want to test a man's character, give him power."
-- Abe Lincoln

 
Why not use waypoints and the when argument?

If by nav point you mean nav buoys, then those can be simply spawned in FRED (they're objects- GTNB Pharos) and manipulated using a combination of ship-vanish and ship-unvanish.
Fun while it lasted.

Then bitter.

 

Offline trinijoy

  • 24
  • Wing Commander is great!
Is there a tutorial for this?  I want a nav to appear that a ship can auto pilot to.
"If you want to test a man's character, give him power."
-- Abe Lincoln

 

Offline Skullar

  • 29
I dont' know if there is a difference between fredding for The Babylon Project ( what I do exclusively ) or normal FS2open, but...

1. NAVpoints are mostly for used for ... appearing in player hud :) The have arrival and departure clues, meaning they appear and vanish.

2. WAYpoints or even waypoint paths are used to set destinations for computer controlled ships. They have no appearance ingame whatsoever, and are used by mission designer to let ships fly certain paths or to head for certain destinations.

3. If you want to have a nav to appear a ship can autopilot to, you have to set a navpoint AND a waypoint there. The navpoint for appearance in hud, and the waypoint for the AI. The specified ship has to have the order to follow waypoint path, with THIS special waypoint set.

Well, just my point of view, but it works for me.

 
Is this how WCS did it?
Fun while it lasted.

Then bitter.

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
WCS used only waypoints ,they can be shown on HUD via "set-nav-waypoint" operator and selected via Shift-N.
AI can use the same waypoints as player if it's set this way ,you can also use "set-nav-carry" operator to make AI fly on autopilot with player.
There's a template mission on WCS website ,you can see how it's done there.
http://www.hard-light.net/wiki/index.php/Tutorial_-_Autopilot_missions
This tutorial contains all that you need to make a mission featuring autopilot.