An interesting note on WayPoints

Mapping & modding Fallout Tactics and reviewing maps thereof.
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Max-Violence
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An interesting note on WayPoints

Post by Max-Violence »

If you're making an NPC/enemy go somewhere using waypoints that isn't a regular patrol route (i.e. the actor walks/runs somewhere then stops), sometimes, when the actor gets to the last WP, he/she will stop a few yards short of where the actual WP entity is. This can be really bad, if the actor just happens to stop in front of a doorway or something.

An easy way to prevent this from happening is to add another waypoint "after" the last waypoint, and place it directly "on" the "last" waypoint.

For example, if you're last WP is numbered 9, and you have the "next waypoint" as -1 (to make the actor stop when he/she gets to this waypoint), you can make another WP (via copy/paste), place it directly over WP #9, number it 10 and the "next WP" as -1 (again, to make the actor stop). Then, set the "next WP" for WP #9 to 10, and you're set!

This makes it so that if the actor stops "short" of the last WP, he/she will be right where it is, since the 2nd-to-last WP is right were the last is.

Handy, indeed.
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Post by Max-Violence »

I just remembered/realized that this actually doesn't work sometimes... Usually, yes, but not always... there's gotsta be a 100% fix for 'em...
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Post by OnTheBounce »

In addition to making life hard for scripting purposes this whole "don't go all the way to the waypoint" thing can be a bit ugly in other ways, too. For instance if you have people marching around and you're trying to make it look like they're doing things and it can look like total ass if your little patsy/actor stops about two yards away from a counter and fiddles around...

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Max-Violence
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Post by Max-Violence »

I guess one could throw in a Preserved Move Unit action in somewhere... but...

Bleh.
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Our emotions always find us
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Post by Max-Violence »

I've noticed it only happens when the WP's are close to each other... hmmmm...
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