Matthew9170
17 years ago
How do u make cars move on a road?
Wow, it has been a long time since I was last here.
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Matthew9170
17 years ago
i can not figure it out yet
Wow, it has been a long time since I was last here.
Me Myself and Pi
17 years ago
Well here, these instructions should help:

1) Name all of your cars that you want to follow the path
2) Click the Waypoint tool & click & drag to make a line. Click & drag on the last point created to continue making the path. Be sure to make a complete loop by dragging you last waypoint to the first one you made. The path should go over the road or whatever you want the cars to drive on.
3) Now with any of the waypoints selected, in the window to the right, type a name in the first Waypoint Path Labels area. Just name is something like, "Car Path".
4) Click the following stuff: Edit > Scripts > (select) PlyrCivilian > New Script > (tab) Actions if True > Edit. Doing this, you should've opened a lot of windows. The last one should be called, Edit Action.
5) Now open the folders, Unit\Move\Set a unit to follow a waypoint path. (If you're using Generals, then scroll down until you see, [Unit] Set a unit to follow a waypoint path.) (If you choose the action right above that with, EXACTLY in it, then the cars will go through any obstacle rather then go around it.)
6) Now with this action selected, you can choose the first car to follow the path by clicking on the link "Unit '???'" & you can choose the waypoint path by clicking on the other link.
7) Now copy & paste the action for each car to follow the path. That's pretty intuitive so I won't go into detail about it.

http://www.cncgeneralsworld.com/generals/zerohour/worldbuilder/  Take note that it's written for just Generals, not Zero Hour, so it may be a little different.
FatalSwoop
17 years ago
Hey it worked

Good one!!!!

one glitch, why would 2 out of 3 trucks get stuck on a way point, ( corner one ) the other 1 is fine,
Made a couple of adjustments to the path and now they are all get stuck in one corner,,

FS XV// 001

TECstar operates within the shadow of FatalSwoop!! Making its tactical line up highly Fatal and oh so Swooping,,,

FaTalSwoop XV// 003

Real time tag,. made on location at Fallen Empire... destroyed 2 GLA armies using 9 ground units ( no loses )and a constant bombardment of Air,,,,
Me Myself and Pi
17 years ago
What do you mean by them getting stuck? Do they just stop? It may be that you have a break in your waypoint path. Make sure all the waypoints are connected. Otherwise,upload your map so I can check it out.
FatalSwoop
17 years ago
Hey
There was a brake in the path, fixed it, now its back to 2 trucks following the path and the other circling around a corner way point,
Here take a look,,,,
The trucks are at the top of the map in the industrial bit,, The map is a XX mod of ‘Conquer the Base by Greek General, still working on it,

FS XV// 001   Tx Mapping.zip (406kb) downloaded 2 time(s).
TECstar operates within the shadow of FatalSwoop!! Making its tactical line up highly Fatal and oh so Swooping,,,

FaTalSwoop XV// 003

Real time tag,. made on location at Fallen Empire... destroyed 2 GLA armies using 9 ground units ( no loses )and a constant bombardment of Air,,,,
Me Myself and Pi
17 years ago
That's great that you fixed the problem, but what do you mean by, "Here have a butchers", & why did you upload the map? Are you still having problems with it, or do you want us to check it out?
FatalSwoop
17 years ago
The cars are moving too fast, there all over the place man, Powell sliding and drifting round corners,,
How do I slow them down,,

FS XV// 001
TECstar operates within the shadow of FatalSwoop!! Making its tactical line up highly Fatal and oh so Swooping,,,

FaTalSwoop XV// 003

Real time tag,. made on location at Fallen Empire... destroyed 2 GLA armies using 9 ground units ( no loses )and a constant bombardment of Air,,,,
Me Myself and Pi
17 years ago
Most civilian videos use this locomotor:
Locomotor BasicCarLocomotor
  Surfaces = GROUND
  Speed = 90                ; in dist/sec
  SpeedDamaged = 90         ; in dist/sec
  TurnRate = 120            ; in degrees/sec
  TurnRateDamaged = 120     ; in degrees/sec
  Acceleration = 30         ; in dist/(sec^2)
  AccelerationDamaged = 30  ; in dist/(sec^2)
  Braking = 50              ; in dist/(sec^2)
  MinTurnSpeed = 40         ; in dist/sec
  TurnPivotOffset = -0.5    ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
  ZAxisBehavior = NO_Z_MOTIVE_FORCE
  Appearance = FOUR_WHEELS

  AccelerationPitchLimit = 6      ; Angle limit how far chassis will lift or roll from acceleration.
  DecelerationPitchLimit = 6      ; Angle limit how far chassis willdip roll deom acceleration.
  BounceAmount = 0                ;  simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
  PitchStiffness = 0.1            ;  stiffness of the "springs" in the suspension forward & back.
  RollStiffness  = 0.05            ;  stiffness of the "springs" in the suspension side to side.
  PitchDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  RollDamping = 0.5        ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  ForwardAccelerationPitchFactor = 0.3  ; How much acceleration will cause the front to lift, or dip for stops.
  LateralAccelerationRollFactor = 0.2   ;   How much cornering will cause the chassis to roll.
End
Changing the numbers will allow you to adjust the speeds of the cars. Just copy & paste it into a Notepad file. Then save it is Map.ini in your map folder. (You map folder is a folder with the name of your map. It's location in, My Documents\C&C Generals Data\Maps\)