winner_rex Posted July 31, 2002 Share Posted July 31, 2002 I want to have an r2 unit go to a navgoal //Generated by BehavEd rem ( "r2 to console" ); affect ( "R2", /*@AFFECT_TYPE*/ FLUSH ) { set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" ); } task ( "r2move" ) { set ( /*@SET_TYPES*/ "SET_NAVGOAL", "console" ); } dowait ( "r2move" ); Whenever I run the map the r2 unit doesnt move. why why why? Link to comment Share on other sites More sharing options...
idontlikegeorge Posted August 1, 2002 Share Posted August 1, 2002 do you have the script targetted right and all? try placing a button (trigger) that the player goes too, and have that trigger target a scriptrunner to run the script; then i guess just make sure the waypoint and entity names are all correct Link to comment Share on other sites More sharing options...
lassev Posted August 1, 2002 Share Posted August 1, 2002 Well, considering the fact that you have the affect command in use, your script seems to be external to the R2 unit. But if you look carefully at your script, the affect part does not include the movement command. Try moving the task command definition before the affect and dowait in the affect (after set_walking). I'm not used to observing scripts outside BehaveEd, but I hope I'm interpreting this right. Link to comment Share on other sites More sharing options...
winner_rex Posted August 1, 2002 Author Share Posted August 1, 2002 thanks, i got it all sorted out with a much simpler script thanks to Rich the D... Can anyone tell me how the "print" command works? Nothing shows up in-game, ever... Link to comment Share on other sites More sharing options...
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