guards need their position inside a pair of waypoint boxes (else the game removes them): placing a guard gives it a box and event bit 0, check and inspector state with box around it button; exit and object checks use the engine's cell rule (tiles listed in the cell, swap models), tile cell from the map loader formula
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# Waypoints and paths
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Many objects need positions besides their own: a guard walks along a patrol path, a camera zone
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Many objects need positions besides their own: a guard walks inside its boxes, a beetle jumps along a patrol path, a camera zone
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covers a box, a checkpoint stores where the llama respawns, a cut scene flies its camera along a
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route. The game stores all of these as **waypoints** – points linked into **chains**. This
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chapter explains how chains work and how to edit them with the **Waypoint paths** tool.
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@@ -27,10 +27,10 @@ What the nodes mean depends on the object type. The Inspector names the role in
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| Role | Used by | Meaning of the nodes |
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|---|---|---|
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| **patrol path** | CityGuard, JumpingBeetleBlue, Spider … | Points the character walks or jumps to; patrols wrap from the last node back to the first |
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| **patrol path** | JumpingBeetleBlue, Spider … | Points the character walks or jumps to; patrols wrap from the last node back to the first |
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| **camera positions** | Llama (first node), cut-scene cameras, CutSceneTrigger | Camera position; node yaw and pitch give the view direction |
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| **respawn point** | CheckPointPost | Where the llama reappears, and which way it faces |
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| **box area (two opposite corners)** | Secret, CameraSide, CameraLift, ObjectDontDropInBox, FallOffNoHurt … | Two nodes span a rectangle on the ground (x and z only); some types use several pairs |
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| **box area (two opposite corners)** | Secret, CameraSide, CameraLift, ObjectDontDropInBox, FallOffNoHurt, guards … | Two nodes span a rectangle on the ground (x and z only); some types use several pairs (guards walk inside their boxes and must start inside one) |
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| **point list** | ForcePlayerMovement, WaterReboundPoints | Target points |
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| **waypoint chain** | other types | Meaning unknown – keep the original layout |
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@@ -162,5 +162,7 @@ The Problems panel reports:
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| … needs n waypoint(s) (…), has m | The type reads more nodes than the chain has |
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| … uses only n waypoint(s), the chain has m (info) | Extra nodes are ignored by the game |
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| … box nodes come in pairs | Box zones need an even number of nodes |
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| … never appears: the game removes it at level start (error) | A guard without boxes, with an odd node count or starting outside all of its boxes; use **Box around it** in the Inspector |
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| … stays hidden until event bit n is set (info) | A guard waiting for an event; set Event bit to 0 to have it active at once |
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| … has no waypoints; all original … objects have a chain | Most likely the type needs one |
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| Respawn node is n cells away (info) | A checkpoint's respawn point far from the post |
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