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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc.

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Old 05-09-2003, 01:34 PM
Israeli RAMBO is offline Israeli RAMBO
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Confused i need help with the waypoints

Hi Guys (I new here) i have a problem i makeing map on BHD now the who is play know the objects but dont know where go i give a wayponits on the map?!?
Tnx!
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Old 05-09-2003, 02:27 PM
theplague is offline theplague
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U must choose the CT Flags (in Objects) to make PSP.
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Old 05-09-2003, 02:29 PM
Scott is offline Scott
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Do a <a href="http://www.dfhq.net/forum/search.php" target="_blank"><img src="http://www.dfhq.net/forum/images/smilies/search.gif" border="0"></a> for waypoint and waypoints, I got 50 threads.
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Old 05-09-2003, 03:38 PM
Israeli RAMBO is offline Israeli RAMBO
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your a not understand i mean waypoint on the map
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Old 05-09-2003, 07:44 PM
þúÑî$h€® is offline þúÑî$h€®
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yes Search for it... or just select in ur editor Markers and then Waypoint..?
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Old 05-10-2003, 07:15 AM
Israeli RAMBO is offline Israeli RAMBO
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your noot understand i mean waypoint but on the game you have small map i need waypoint but on the small map
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Old 05-10-2003, 09:02 AM
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man check out the MED manual, its on the game cd, big section about waypoionts
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Old 05-10-2003, 09:10 AM
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Section 6: Waypoints

Waypoints are markers within the game that direct vehicles, characters and players to specific points within the map. Waypoints for the player are visible on the spin map, but waypoints for vehicles and computer-controlled units are invisible to the player. You can even assign a number
of units to a single waypoint path.

Before you can assign a unit to a set of waypoints, you have to name them. Choose Waypoints under the Edit menu to bring up the waypoint window. You can name a waypoint group with whatever name you chose, but it should be self-explanatory, or it becomes very easy to lose track of which waypoints belong to which units.

The “Waypoint Size” shows how many individual waypoints are part of a waypoint group. If you check
the “Waypoint does not loop” checkbox, then the unit will come to a stop at its last waypoint. Otherwise, units reaching their last waypoint will attempt to head directly back to
their first waypoint and repeat the path. Be sure to check the
appropriate red or blue team box.

When you are done click OK.

To print out a list of your waypoint group names, click Save As to save the list to a text file then print that
file.

While waypoints are there to guide the players, they aren’t required to follow them. So don’t use “group 1 has reach waypoint…” as an event trigger (triggers are explained later in this manual, just keep it in mind when you get there).

Instead create a large Area Trigger (detailed under events) which covers anywhere the player could be when you want the event to happen and use the “group 1 in area…” trigger.

Special Waypoints:
125 – Go To SSN – If you set a unit to this, they will go directly to the specified SSN (chosen from the Event Triggers).

126 – Go To Group – If you set a unit to go to this waypoint, they will follow the one unit in their current group who should be set to follow a normal waypoint path.

127 – Go To Player – Anyone set to go to this waypoint will track the player and follow. If it is a
teammate, they will use group tactics. If an enemy, they will engage.

Placing Waypoints

Waypoints are placed the same way as any other objects. In Insert Mode, select Markers from the list and choose Waypoint.

In the Item Attributes screen a waypoint is designated by a two number code such as 1-1 or 2-5.

The number before the dash indicates its Waypoint List number. The number after the dash indicates its position in that list. Waypoints are numbered from 0 up, not 1 up. So, to the game engine and its AI units, the second waypoint in a list is “1” no matter what they numbered the
object as.

Setting up waypoints:

1. Go to Edit in the menu and then select Waypoints

2. Select the second slot. Click in the Description box and type “Enemy’s Waypoints”

3. Below that is a box that determines a color for the lines connecting the waypoints. Select a color if you feel like it. Choosing different colors helps differentiate visually between groups when you have many waypoints in a small area.

4. Below the color box is a small check box. This determines whether or not your waypoints will loop. We don’t want our first waypoint list to loop. Click on it so that it is checked, then click OK.

5. Go to Insert Mode by pressing the INSERT key.

6. Click on the map somewhere near the soldier that you placed earlier to add the first waypoint.

7. In the Insert Item window, click on Markers then select waypoint. The waypoint will now appear on the map.

8. Click somewhere else on the map to place your next waypoint.

9. Notice that Markers and waypoint are already selected in the window that opens. Just click on OK.

10. Repeat steps 8 and 9 a couple more times.

11. Get out of Insert Mode by pressing the Insert key.

12. Select all of the waypoints you just placed and then click on the Selection Information Box to bring up the Item Attributes window.

13. Change the Waypoint List box to “2 – Enemy’s Waypoints”. Click OK to have the computer automatically number the waypoints.

14. You should now see a series of connected lines. This is your waypoint list.

15. The waypoints should all be attached to the same waypoint name, be numbered correctly, and connected by a line. If the line is incorrect make sure your waypoints are numbered in the proper order from 0 on up. Incorrect numbering can also occur if you add waypoints to an already
existing list. If this occurs simply edit the number of each point manually.

16. To get the enemy unit to follow this new path, select the enemy unit and bring up the Item Attributes Window. Under the Waypoints section, Select List “2 - Enemy’s Waypoints” just as you did for the waypoints in Step 13. Click OK. Now that soldier will begin to follow this path at the start of the mission. Remember that units may not be able to traverse all types of terrain. Choose your path with that in mind.

17. Altering the distance of the waypoint alters its effective size. Setting the distance to zero means that any AI trying to reach that waypoint will hit the point exactly, even if it means lining up in a column to do it. A larger distance gives more leeway, especially for the player who may not follow your waypoint course exactly.

18. If you have multiple groups, you may assign them to the same waypoint path. If the path is not looping, they will eventually meet up at the end.
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