Currently I'm trying to create a vertibird encounter. The vertibird will land, 3 Enclave Soldiers will drop off and one of them will talk to the player. The problem is, the Enclave soldiers dont move to their designated markers. Here is the script, and click http://img151.imageshack.us/img151/8797/vertibirdproblem.jpg for a screenshot of the setup. On the screenshot, the 3 xMarkerheadings are the landingmarker and the A and B marker, and the 3 guys in the rocks to the right have to be moved. Any suggestions? And do I have all the needed refs?
Objects:
3 guys to the right are FEVTestBaseEnclaveOfficerVertibird, FEVTestBaseEnclaveSoldier1Vertibird and FEVTestBaseEnclaveSoldier2Vertibird, who use different actor bases. These are their refs.
The 3 markers are VertibirdLandingMarker (linked ref) and VertiBirdDropoffMarkerA and VertiBirdDropoffMarkerB.
scn FEVTestBaseEnclaveOfficerVertibirdEncounterScriptshort activeref landingMarkerbegin onLoad if active == 0 playgroup forward 0 set active to 1 endifendbegin OnActivate if IsActionRef player == 0 ; assume this is my reference marker set landingMarker to getLinkedRef ; move soldier drop-off markers FEVTestBaseEnclaveOfficerVertibirdMarker.moveto VertibirdLandingMarker 0 -75 0 FEVTestBaseEnclaveOfficerVertibirdMarker.moveto VertibirdLandingMarker 0 75 0 FEVTestBaseEnclaveSoldier1VertibirdMarker.moveto VertibirdLandingMarker 0 -75 0 FEVTestBaseEnclaveSoldier1VertibirdMarker.moveto VertibirdLandingMarker 0 75 0 FEVTestBaseEnclaveSoldier2VertibirdMarker.moveto VertibirdLandingMarker 0 -75 0 FEVTestBaseEnclaveSoldier2VertibirdMarker.moveto VertibirdLandingMarker 0 75 0 endifendbegin gameMode if active == 1 if isanimplaying forward == 0 ; landed -- drop off troopers if we have a landing marker if getDestroyed == 0 if landingMarker != 0 ; make sure nothing else has moved the drop off markers -- if so just use the landing marker if VertiBirdDropoffMarkerA.GetDistance landingMarker < 100 VertiBirdDropoffMarkerA.PlaceLeveledActorAtMe FEVTestBaseEnclaveOfficerVertibird VertiBirdDropoffMarkerA.PlaceLeveledActorAtMe FEVTestBaseEnclaveSoldier1Vertibird VertiBirdDropoffMarkerA.PlaceLeveledActorAtMe FEVTestBaseEnclaveSoldier2Vertibird else landingMarker.PlaceLeveledActorAtMe FEVTestBaseEnclaveOfficerVertibird landingMarker.PlaceLeveledActorAtMe FEVTestBaseEnclaveSoldier1Vertibird landingMarker.PlaceLeveledActorAtMe FEVTestBaseEnclaveSoldier2Vertibird endif if VertiBirdDropoffMarkerB.GetDistance landingMarker < 100 VertiBirdDropoffMarkerB.PlaceLeveledActorAtMe FEVTestBaseEnclaveOfficerVertibird VertiBirdDropoffMarkerB.PlaceLeveledActorAtMe FEVTestBaseEnclaveSoldier1Vertibird VertiBirdDropoffMarkerB.PlaceLeveledActorAtMe FEVTestBaseEnclaveSoldier2Vertibird else landingMarker.PlaceLeveledActorAtMe FEVTestBaseEnclaveOfficerVertibird landingMarker.PlaceLeveledActorAtMe FEVTestBaseEnclaveSoldier1Vertibird landingMarker.PlaceLeveledActorAtMe FEVTestBaseEnclaveSoldier2Vertibird endif endif playgroup backward 0 endif set active to 2 endif elseif active == 2 if isanimplaying backward == 0 set active to 3 markfordelete endif endifend