Quote:1. Is it possible to use waypoint paths for vehicles other then trains, or if not is there any way to make vehicles (like civilian cars, or military boats) to move? I'd love a 'really explosive' truck to drive on a path around my city
Follow Krit's advise for this, but I'd reccamend you use the "Unit\Move\Set unit to EXACTLY follow a waypoint path." action instead. This way, the vehicle will go through obsticles such as, buildings, moutains, or water . If a player builds something on its path, it will go right through the building instead of going around it.
Quote:A quick note here; I have witness that sometimes the units will stop following the waypoints and come to a complete stop. Under such cases if it happens, uncheck the "Deactivate upon success" flag and have the script evaluated every once a while. Don't have it evaluated every frame back that would cause quite an amount of ingame lag.
You can leave all the stuff in the script properties window alone (exept of the name of the script, & mabey the discription) for a simple script like this. If a vehicle stops on it's waypoint, then there's a brake in the waypoint path. If you see this happen, then double check your waypoint path & look for the break in it. If you aren't able to find it, just upload the map so we can look at it.
Quote:2. When scripting, if you want to set something for a player, you get choices like <Local Player>, <This Player>, or PlyrAmerica, but I want to set an action for the player starting at a certain waypoint. Can you do this?
I'm not sure what your asking here. Do you want a script to actavate if a player starts out at a certain start position?
Quote:3. Finally, is it possible to get military vehicles without infantry in them so the player can use them without needing neutron shells or Jarmen Kell?
Krit is right, you use the action "Unit\Status\Make unmanned." It also works for buildings & infantry. It really looks funny seeing one of your infantry garrisoning another infantry guy!