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Those pesky harvesters refuse to follow waypoints [message #72658] Thu, 18 March 2004 23:33 Go to next message
icedog90 is currently offline  icedog90
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I just finished a map in four days, and everything works perfectly EXCEPT the harvesters. I added waypoints the exact same way many tutorials have said, and no matter what I do, the harvesters just refuse to follow them onto the main harvester waypoint and into the tiberium. When they create in the beginning, they follow the vehicle creation waypoint, but not the harvester one that starts at the end of the creation one. It is seriously annoying and I can't get any where. Can anybody please help me? Sad
Re: Those pesky harvesters refuse to follow waypoints [message #72666] Fri, 19 March 2004 02:28 Go to previous messageGo to next message
Nightcrawler is currently offline  Nightcrawler
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icedog90

I just finished a map in four days, and everything works perfectly EXCEPT the harvesters. I added waypoints the exact same way many tutorials have said, and no matter what I do, the harvesters just refuse to follow them onto the main harvester waypoint and into the tiberium. When they create in the beginning, they follow the vehicle creation waypoint, but not the harvester one that starts at the end of the creation one. It is seriously annoying and I can't get any where. Can anybody please help me? Sad


You have to generate pathfinding in the menu called pathfind or something like that. But you have to add a little cube too. I don't remember what its name was but it was in the waypath folder in leveledit.


Most People Would Say Their Main Language Is English. But I Have To Admit Mine is C++ Script.

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Those pesky harvesters refuse to follow waypoints [message #72681] Fri, 19 March 2004 05:19 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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Make sure that your path looks like this coming out of the WF and AS.

http://www.dr-oblivion.com/Tutorial_map_files/40_5.jpg

And as he said, youll need the pathfind generator, which you just pace anywhere on the map.

Any other questions can be answered by my tutorial.

http://www.dr-oblivion.com/forums

Its under tutorials, from step one how to make a map.


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Those pesky harvesters refuse to follow waypoints [message #72711] Fri, 19 March 2004 10:03 Go to previous messageGo to next message
xpontius is currently offline  xpontius
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The little "cube" is the human pathfind generator. You "need" it to have to have the harvesters use their "brains". Razz

-Crategod
Those pesky harvesters refuse to follow waypoints [message #72768] Fri, 19 March 2004 16:37 Go to previous messageGo to next message
vloktboky is currently offline  vloktboky
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Once Scripts.dll 1.6 comes out, those pesky harvesters will be a lot better. Razz
Those pesky harvesters refuse to follow waypoints [message #72785] Fri, 19 March 2004 17:39 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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???

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Those pesky harvesters refuse to follow waypoints [message #72798] Fri, 19 March 2004 18:30 Go to previous messageGo to next message
vloktboky is currently offline  vloktboky
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A custom script that is almost ready to go. Recreates the harvester logic with some special additions, such as having multiple paths to the tiberium field and back, working crystals being "mined" by the harvester, harvesting animations, multiple harvesters per "refinery", etc.
Those pesky harvesters refuse to follow waypoints [message #72821] Fri, 19 March 2004 21:33 Go to previous messageGo to next message
Cpo64 is currently offline  Cpo64
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Fooking awsome dood!

-->
Those pesky harvesters refuse to follow waypoints [message #72838] Fri, 19 March 2004 23:23 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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That's great, but I did put in a human path finder and the harvester still remains brainless. The waypoints are exactly like in that picture, oblivion. Any other suggestions?
Those pesky harvesters refuse to follow waypoints [message #72840] Fri, 19 March 2004 23:35 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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as long as its exactly like that....as in the waypath coming in to the WF has to be close to the middle bracket thing. and you have the waypath settings set right. And your tiberium field touches the waypath.........AND that you generated sectors after you placed the pathfinder. it has to work.

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Those pesky harvesters refuse to follow waypoints [message #72842] Fri, 19 March 2004 23:57 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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I've done every single one. ALL. And it sits.

EDIT: I just looked over your tutorial, and I didn't generate pathfindings, but every other tutorial I've read never said that. I guess I'll do that and this time SHOULD work. Right now my computer is chugging away at it taking forever -_-
Those pesky harvesters refuse to follow waypoints [message #72843] Sat, 20 March 2004 00:18 Go to previous messageGo to next message
icedog90 is currently offline  icedog90
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OMG IT WORKS. Thank you Oblivion for replying, if you didn't I would of never gotten them to work!

I feel proud watching my baby harvester all grown up harvesting SHIT for me.
Those pesky harvesters refuse to follow waypoints [message #72873] Sat, 20 March 2004 10:08 Go to previous messageGo to next message
Oblivion165 is currently offline  Oblivion165
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NP, thats what its there for Smile

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Those pesky harvesters refuse to follow waypoints [message #72875] Sat, 20 March 2004 10:16 Go to previous message
Deactivated is currently offline  Deactivated
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vloktboky

A custom script that is almost ready to go. Recreates the harvester logic with some special additions, such as having multiple paths to the tiberium field and back, working crystals being "mined" by the harvester, harvesting animations, multiple harvesters per "refinery", etc.


Will it also include unload animations? Eg. The back part of Harvester moves inside Refinery.
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