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Forum: All Forums : Soldier of Fortune
Category: SoFII Editing, Gaming, and Design
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, narc, ReverendTed, rEdrUmMDK, Foxhound, PleaseMYOB, StrYdeR, supersword, batistablr, Welshy
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Author Topic: ncp_waypoints
photopaint~rb
General Member
Since: Dec 23, 2006
Posts: 452
Last: Dec 23, 2006
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Category: SoFII Editing, Gaming, and Design
Posted: Sunday, Mar. 30, 2003 05:45 pm
ncp_waypoints

how do i do them, do my ncp can walk about doing jobs?
photopaint~rb
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Since: Dec 23, 2006
Posts: 452
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Category: SoFII Editing, Gaming, and Design
Posted: Sunday, Mar. 30, 2003 07:06 pm
no any scripter who will help me?
71M~rb
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Since: Dec 23, 2006
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Category: SoFII Editing, Gaming, and Design
Posted: Monday, Mar. 31, 2003 03:07 am
Uh first off.  It's "NPC", not ncp. :;):

From what I have seen there are 2 types of waypoints:  There is a waypoint_navgoal and a waypoint.

waypoints are just points that you put in your map to allow your NPC to know where it is and navigate through the map freely. Without them, the minute they try to turn a corner, they will stop and just stand there.

waypoint_navgoals are script-specific points you put in, in which you instruct behaved to move your npc to those points through the use of scripts created in BehavED.

I recommend you download the GDK, read the ICARUS manual and download some of the games maps, look at them and see what the developers did. :)

Hope that helps! :D

Tim :cool:
photopaint~rb
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Category: SoFII Editing, Gaming, and Design
Posted: Monday, Mar. 31, 2003 12:52 pm
Quote

I recommend you download the GDK, read the ICARUS manual and download some of the games maps, look at them and see what the developers did.


btw im no mapper n00b :>

i no how to map, im learing a new area of mapping.

ill try it with the waypoints and see if my bot can follow that with out getting lost, i link them right so that it can follow them fully?
71M~rb
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Since: Dec 23, 2006
Posts: 361
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Category: SoFII Editing, Gaming, and Design
Posted: Monday, Mar. 31, 2003 08:09 pm
Quote
Quote  

I recommend you download the GDK, read the ICARUS manual and download some of the games maps, look at them and see what the developers did.



btw im no mapper n00b :>


:s6:

I wasn't suggesting that you aren't a good mapper, however, you DID ask how to make waypoints, and I answered by saying  "Read the manual, and then look at Raven's examples".

But yeah, create a network of waypoints and then link them up in a loop (Again, look at Raven's examples if you don't understand) and press compile.  You'll know you got it right, if a .nav file is generated as well as a .bsp. :)

Tim :cool:
mechanodroid~rb
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Since: Dec 23, 2006
Posts: 154
Last: Dec 23, 2006
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Category: SoFII Editing, Gaming, and Design
Posted: Tuesday, Apr. 1, 2003 03:54 pm
In SoF2 they are called "navpoints", really no difference from waypoints, we just chose a different name.

There are a bunch of different navpoint commands, for example:
makenp  - creates a navpoint where the player is standing
movenp - moves closest navpoint to under player's feet
savenp - saves out all np's
namenp foo- names current np to "foo"

A "navgoal" is what the script refers to when you tell a guy to walk or proceed to a navpoint, you specify SET_NAVGOAL "foo" and he will walk to this named navpoint.

There is documentation in the SDK on all of this.
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