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Hunter HMG does not follow waypoints without an AI gunner
Reviewed, NormalPublic

Description

I originally started this discussion on steam: My goal was to make a vehicle wait for the player to get in before continuing its journey. I tried a lot of different ways, but the vehicle wouldn't move. I made a video of this problem. With the current setup, the second waypoint is activated immediately as soon as the player gets into the vehicle without having it move.

MATTXYO finally figured out what the problem is: Adding an AI gunner to the vehicle makes the vehicle moves as intended. Without an AI gunner, however, even if the player gets into the vehicle as the gunner, the car won't move.

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
AI Pathfinding / Motion
Steps To Reproduce

Follow the setup from this video:
Add a Hunter HMG with a driver AI only and place it far away from the player so he doesn't see it initially.
Add a HOLD waypoint close to the player for the driver.
Add a trigger of type "Skip Waypoint", activation "None", condition "(vehicle player1) == car1;" and on activation 'systemChat "Vehicle trigger activated"'.
Link the HOLD waypoint and the newly added trigger using "Set Waypoint Activation".
Add a MOVE waypoint further away with on activation set to 'systemChat "WP 2 activated"'.

When playing, the vehicle won't move even if the player gets inside. Add a gunner AI, however, and everything works.

Event Timeline

0ude created this task.Jul 18 2018, 11:45 AM
Wulf changed the task status from New to Reviewed.Jul 19 2018, 5:29 PM
Wulf added a subscriber: Wulf.

Hello.

Thank you for the report. We will have a look at it.