Meh. Same difference. Via scripts, there are four ways to set a navpoint (the engine refers to them as waypoints), and those are by attaching the waypoint to either a cutscene flag or an object, and have it visible to either one unit, or a team. To set a waypoint, use
(activate_nav_point_flag) or (activate_team_nav_point_flag) to attach the
waypoint to a cutscene flag, and use (activate_nav_point_object)
(activate_team_nav_point_object) to attach a waypoint to a named
object. When done with a waypoint, use a (deactivate_nav_point') or
(deactivate_team_nav_point') to turn it off. Since I don't know how to
refer to the players as units, I usually set a team waypoint. The full
syntax of a team waypoint command is
(activate_team_nav_point_flag/object <waypoint type> <team>
<flag/object> <vertical offset>).
<waypoint type> can be, by default, 'default', 'default_red', 'flag_blue', 'flag_red', 'target_blue', 'target_red', 'skull_blue', 'skull_red', 'crown_blue', and 'crown_red'. Singleplayer maps should use only the default, and maybe, if you have to kill a certain enemy, the target nav points. the 'default' type and red types of waypoints should be used on urgent things, like the exit on an area that would ahve a timed escape, or an enemy that is about to own you.
<team> should always be set to 'player', if you want the player to see the waypoint!
<flag/object> is what you are attatching the waypoint to, which depends on the type of command you're using. Simply put in the name of the desired object or flag you wish to attach the waypoint to.
<vertical offset> is how much higher on the z-axis the waypoint is placed from the object or flag's marker in sapien. If you attach it to something on the ground, like a door, biped, or weapon, make sure to set it to about .6 or higher, but if its something like a picture on a wall, or if the flag/object is otherwise not on the ground, set it to 0.
(deactivate_team_nav_point_flag/object) is a bit different. The syntax for it is (deactivate_team_nav_point_flag/object <team> <object/flag>), where <team> is what team you wish to not see the navpoint anymore, and <object/flag> is the object or flag the navpoint is attached to.
So, let's say we wanted to set a normal waypoint at a position we want the player to go to. Lay down a cutscene flag, name it nav_1, then add a script in your map that has this command: (activate_team_nav_point_flag default 'player' nav_1 .6)
Now for something a little more useful. Let's make it so we put a waypoint on a warthog, and it turns off whenever the player is in the driver seat,
and turns on if the player is ejected. Place a warthog and name it
drive_me. Now, make and compile this script:
(script continuous hog_checker (if (vehicle_test_seat_list drive_me 'w-
driver' (players)) (deactivate_team_nav_point_object 'player' drive_me)
(activate_team_nav_point_object 'default_red' 'player' drive_me 1)) )
In theory, that will constantly deactivate the waypoint while a player is in
the driver seat, and then constantly activate it when there is no player in
the driver seat. I don't know if more than one waypoint can be put on the
same object or flag, but if it doesn't, then this should work fine.
Anyway, read up hs_doc, or the HS Bible, and find out more ways on how
to make and use waypoints effectively.
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