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-   -   On Mapping Waypoints for the Computer (http://forum.shrapnelgames.com/showthread.php?t=27999)

Pepper March 14th, 2006 11:03 PM

On Mapping Waypoints for the Computer
 
OK, I'm gonna post my #1 wish/gripe with the game: Scenario design control over Enemy units.

Its way too hard!!!

I think if the waypoint function was 100% operable, adn I mean no testing, etc., but units followed waypoints 100%, you would see an explosion of exciting scenarios. http://forum.shrapnelgames.com/image...ies/stupid.gif

As it is now, the computer's use of waypoints is erratic, difficult to comprehend and requires extensive testing. http://forum.shrapnelgames.com/image...s/confused.gif

Can't a 'hook' be put into game that if a unit/platoon is tasked waypoints, that it will follow them? Seems simple, and would open up serious tactical possibilities for scenario designers. http://forum.shrapnelgames.com/images/smilies/happy.gif

OK, I'm done with my rant ... thanks! http://forum.shrapnelgames.com/image...es/biggrin.gif

Pyros March 15th, 2006 04:25 AM

Re: On Mapping Waypoints for the Computer
 
Pepper,

The waypoint tool works fine, but it is quite complicated and depends on a number of conditions.

Stay tuned on this thread:

http://www.shrapnelcommunity.com/thr...o=&fpart=1

And, I will try to analyse and explain all the important conditions that interact with the waypoint mechanism.

The waypoint mechanism is hard to mastered and it certainly is an advanced designing tool, but I repeat, that it works fine.

cheers,
Pyros

Pepper March 15th, 2006 10:51 PM

Re: On Mapping Waypoints for the Computer
 
Thanks Pyros. I agree that you can make the waypoints work. I'm just suggesting that if the process could be streamlined and simplified, that it would be a good thing.

Keep up your tutorial however as its very interesting!


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