Simple Movement

A forum for discussing map making ideas and problems for the Myth series.
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gugusm
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Simple Movement

Post by gugusm »

Why my peasants aren't moving? What should I do? They're uncontrollable and they're called "peasant (non-ambient)" or something like that in "units".
Zeph
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Post by Zeph »

thats because they are (non-ambiant)
Eddaweaver
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Post by Eddaweaver »

What are you trying to do with these peasants? If you want ambient peasants which the computer controls, try the "peasant" unit as they walk about for themselves as "peasant" is set as their Map Action Tag in monsters.
Zeph
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Post by Zeph »

make sure you set then to uncontrollable and "is ambiant"
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haravikk
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Post by haravikk »

And for ordinary ambient life set them to team -1 as well, though really it's a recommendation, as technically anything with a team number below 0 is team 0 except for scripting stuff :)
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gugusm
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Post by gugusm »

Sorry, it's my fault. I think you didn't understand me. I want to make MOVE action for a group of peasants, but they aren't moving.
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haravikk
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Post by haravikk »

There usually isn't a problem with moving ambient life, the two main things to check:
- Check that the action is triggering, you need something set to initially active that then triggers the move (or triggers actions that eventually cause the move). Setting a move to initially active won't always cause it to begin predictably.
- Check the peasants don't start in the water, I haven't the faintest idea why this can sometimes break units, but I've tried to move units in the water before and it simply fails unless they started on dry land. Though it may have been my map.
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gugusm
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Post by gugusm »

I checked this and everything is OK. Fortunately I found the problem. I don't know why, but my peasants can go only to one waypoint. If MOVE action has more than one, they aren't moving, so I have to make a lot of these MOVE actions. What is the reason? What can I do? (I'm glad anyway, because this problem was bothering me three days :evil:)
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haravikk
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Post by haravikk »

How many waypoints did you have? There is a binary limit on them, probably 16 or 32, I never had trouble with it before?
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gugusm
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Post by gugusm »

There is 6 waypoints. Any idea?
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Post by Zeph »

i've never managed to have more than 3 waypoints in a MOVE script.
gugusm
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Post by gugusm »

I was wrong. I made new MOVE action with one waypoint and it was good. Then I added second waypoint and it was good too. Unfortunately at the fifth waypoint peasants weren't moving. So in my map MOVE is limited to the 4 waypoints, but I don't know if it is only for peasants or other uncontrollable units or maybe for all units. Anyway, 4 waypoints aren't too bad. I don't have to make so many MOVE actions.

By the way: there ARE - sorry.
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haravikk
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Post by haravikk »

So the limit's four then :)

I rarely use more than two except in platoon actions which seem to cope with considerably more, but are probably more than you need just to move a few peasants
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gugusm
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Post by gugusm »

Yeah, there's no problem in platoons. Thanks.
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Post by Graydon »

Wish I could've replied right away. I've always known the limit was 4 for MOVEs.... I think the Bungie docs might even say so...

I was also going to point out that if they're flagged as 'uncontrollable' scripts sometimes/usually won't work.
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