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Simple Movement
Posted: Wed Aug 09, 2006 6:43 am
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".
Posted: Wed Aug 09, 2006 8:35 am
by Zeph
thats because they are (non-ambiant)
Posted: Wed Aug 09, 2006 8:39 am
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.
Posted: Wed Aug 09, 2006 8:59 am
by Zeph
make sure you set then to uncontrollable and "is ambiant"
Posted: Wed Aug 09, 2006 11:25 am
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
Posted: Wed Aug 09, 2006 2:05 pm
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.
Posted: Thu Aug 10, 2006 2:38 am
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.
Posted: Thu Aug 10, 2006 7:37 am
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
)
Posted: Thu Aug 10, 2006 11:47 am
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?
Posted: Thu Aug 10, 2006 3:49 pm
by gugusm
There is 6 waypoints. Any idea?
Posted: Thu Aug 10, 2006 4:43 pm
by Zeph
i've never managed to have more than 3 waypoints in a MOVE script.
Posted: Fri Aug 11, 2006 2:52 am
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.
Posted: Sat Aug 12, 2006 6:01 am
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
Posted: Sat Aug 12, 2006 6:35 am
by gugusm
Yeah, there's no problem in platoons. Thanks.
Posted: Mon Aug 14, 2006 12:57 am
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.