Nexus Modding > Scripting
The AI and You
The_Small_Time_Modder:
1- can you set a nav-point in the editor to be the center of said area, then?
2- What if the ship is present in the first place? the ship im planning on applying this to i put in using the mission editor...
Mularac:
This is a bit of a hack, but yeah, you can put a navpoint in the center of an area. In fact, you can actually put an area in relation to a navpoint (way more efficient). Use this command:
--- Code: ---SetArea(index, centeritem, radius);
--- End code ---
Where centeritem can be a navpoint.
The_Small_Time_Modder:
two questions about that coding...
1- what would the index be? the area in question?
2- you would apply that 'centeritem' thing to an EXISTING navpoint, correct? also how do you make it so that such a navpoint is VISIBLE when you test\play the mission?
The_Small_Time_Modder:
Going slightly off topic here for a moment...
3- For objectives, what would be the proper code to have it so you need to have a commando squad enter a ship and scan it?
The Old Dragon:
1) Yes, this is the area in question. It'll be a number from 0 to 9 (You can only set up ten of these areas I think).
2) For making it visible during the test play, put this in the SceneInit rule...
MakeFullyKnown(M.AreaNav);
FreezeReconState(M.AreaNav,1);
Where M.AreaNav will be the name you assigned to the navpoint you want to display.
3) Just to clarify, you'd like some coding to update an objective once your commandos have got onboard an enemy ship and survived long enough to "scan" it? I'll have to a bit of digging for something like that...
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