Ivanovich wrote...
I appreciate the suggestion, but exit triggers would be far more difficult given the terrain I'm managing. There must be a reason why the script I posted above does not work right.
I'm having to do something similar to manage the mixed flying and walking areas in Sanctum 3. Depending on how important it is for the creature's behavior to look natural and the shape of the area, you may want to put several of the waypoints in various parts of the water area. If the area is at all concave and you use ActionForceMoveToLocation instead of jumping, it'll also help avoid the possibility of a fish trying to walk over land to get to the "FISHRETURN" point. If you do that then you'll want to use the entering object rather than the trigger in GetNearestObjectByTag.
The only other thing I can see with the script you posted that might cause it not to work is the lack of a ClearAllActions call before assigning the jump or move action. What FP wrote looks like a simplified version of my scripts, and they work fine.
You may also want to use a delay to get the creature to return to its normal behavior after the move. One thing I found for example is that the ClearAllActions will reset a creature's combat state, which is important for me to restore after preventing a land-based creature from entering a flyng area. You're trying to keep a water-based creature from entering a land area, so what you're doing is largely the same thing with different names.
Modifié par AndarianTD, 16 décembre 2010 - 01:57 .