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Author: Subject: Player Waypoint Cycling / Checkpoints
Eagle_Eye
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[*] posted on 7-10-07 at 11:17
Player Waypoint Cycling / Checkpoints


This is a bit of a hackup of a couple of posts I have at DFB..


After the last update..1.6.9.3, there has been a problem setting the Player Waypoints...they no longer cycle to the next waypoint as you follow them.

There is a way around it. You need to set an "Advancement Event" for each waypoint so they will auto cycle as you approach them. This is also called setting a Checkpoint.

What is a checkpoint?

A Checkpoint is a spawn point that becomes active after a certain event has been triggered..

These spawn points are actually the player waypoints.

So, as an event is triggered the players spawn point progresses through the Player waypoints..avoiding having a long run back to the action.

What you need is a waypoint list set for the Players..

An event for each waypoint, it only needs to be a trigger, no action is required.

VERY IMPORTANT...DO NOT use event 0...just leave that event blank, or your first waypoint will not cycle.

Pay particular attention to the Item attributes of each waypoint, each has an advancement event..

If you do not use waypoint list 1, then you will need to tick each waypoint as a navigation waypoint.

So, what happens is when you reach the waypoint, an event ticks over, and advances the next waypoint, what also happens, is that waypoints becomes a spawn point, and next time you are killed, you will respawn there..

There are other ways of doing this, this is just 1..


Here is a little Demo..


http://www.deltaforcegaming.com/attachment/DFX_Checkpoints.zip




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Eagle_Eye
Owner/Admin
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Posts: 2089
Registered: 2-4-06
Location: Adelaide. South Australia
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Mood: Grey, not stupid!

[*] posted on 7-10-07 at 11:37


The original Demo missions I posted at DFB can be found here in the Delta Force Xtreme Tutorials & Demo Maps Section of the Download Database.

They are the Eagle Eye Check Point and the Setting Player Waypoints to Cycle

EE




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