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rotornut44 avatar image
rotornut44 asked Mr_LiamT answered

Visualize Waypoints in a WorldScript?

Has anyone found a good way to visualize waypoints when creating a worldscript? I was hoping it would be as simple as using the mission script editor, but it doesnt seem to work with Worldscripts. That or I am misunderstanding how to get it to open..

I modified one of the default flock scripts to allow only a single Bear to roam around, which I'm hoping to expand on in the future, but since the waypoints use offsets, it makes it difficult to understand what the exact path is.

It seems this system was able to use coordinates at one time, but I assume these have been depreciated as none of the scripts using them would work for me, and the default scripts have all since been converted to use offsets.

Any thoughts? Would be nice to be able to place a script and drag these points around in real-time.

mission
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Mr_LiamT avatar image
Mr_LiamT answered

You can use the Simobject debug in devmode to see the waypoints.

I think you can use waypoints that have a world position, like this:

<Waypoint InstanceId="{}">
    <WaypointID>0</WaypointID>
    <SpeedKnots>20.000</SpeedKnots>
    <AttachedWorldPosition>
        <AltitudeIsAGL>True</AltitudeIsAGL>
        <IsOnGround>True</IsOnGround>
        <WorldPosition>N28° 36' 14.1",W17° 50' 33.4",+0.000</WorldPosition>
        <Orientation>0.000,0.000,0.000</Orientation>
    </AttachedWorldPosition>
</Waypoint>

In the past you could drag objects around in the world, when you were using the script editor. But that isn't working right now, hopefully it'll be fixed with SU12.

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