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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: waittill problem
mapper6895
General Member
Since: May 31, 2009
Posts: 2
Last: Jan 1, 2013
[view latest posts]
Level 0
Category: CoDUO Mapping
Posted: Monday, Dec. 31, 2012 11:47 pm
I have been scripting a sequence where ai are boarding a lorry and I have been using script from the source files such as trainbridge.gsc and sicily.gsc. Within the code the ai are commanded to move to a point in the level and after they get there they animate. However, the ai do not wait until they reach their nodes. They start animating before hand. here's one of my functions.

truckRide_driver_JumpIn(truck)
{
self endon ("death");

startorg = getstartOrigin (truck getTagOrigin("tag_driver"), truck getTagAngles("tag_driver"), level.scr_anim["truck_driver"]["jumpin_slow"]);
self setgoalpos (startorg);
wait 1;
self waittill ("goal");
self thread truckride_driver_anim(truck);
//when the guy is at the node make him play the animation and get into the truck
truck thread truckRide_Anim(level.scr_anim["germantruck"]["closedoor_slow"]);

//door sound trickery
level thread truckRide_driver_door();

self waittillmatch ("animloopdone", "end");
//self waittill ("animloopdone");

//get the next passenger tag and make the guy go to it
//tag = ("tag_driver");
self linkto (truck, "tag_driver", (0, 0, 0), (1, 1, 1));

//set his driving animation
self.driving = true;
self thread truckRide_driver_loop(truck);
}

the commands that are important are

self setgoalpos (startorg);

and

self waittill ("goal");

It's as if the level completely ignores this part: waittill ("goal");
Is it because I have mods installed? I can't figure this one out.
If you know how to fix this problem please let me know
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3st0nian
General Member
Since: Jan 14, 2008
Posts: 291
Last: Dec 4, 2017
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Tuesday, Jan. 1, 2013 08:43 am
Try
self.goalradius = 16;
Put it after self endon ("death");
This tells AI how many units it must be away from the goal position, before "goal" notification is given.

edited on Jan. 1, 2013 01:44 am by 3st0nian
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mapper6895
General Member
Since: May 31, 2009
Posts: 2
Last: Jan 1, 2013
[view latest posts]
Level 0
Category: CoDUO Mapping
Posted: Tuesday, Jan. 1, 2013 10:31 pm
It worked! Thank you so much[thumbs_up]
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