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Is it possible to set waypoints/pathing for movements in the tactical map? If you start running, it takes up 2AP, and subsequent moves take 1AP. If I don't want to run into a lit up area, I have to manually command my merc to run twice, or even thrice, and that uses up APs unnecessarily. Is there any way I can set a path or waypoints for 1.13, or even JA2 (if I missed it)?
This question / problem has been solved by JMichimage
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lowyhong: Is it possible to set waypoints/pathing for movements in the tactical map? If you start running, it takes up 2AP, and subsequent moves take 1AP. If I don't want to run into a lit up area, I have to manually command my merc to run twice, or even thrice, and that uses up APs unnecessarily. Is there any way I can set a path or waypoints for 1.13, or even JA2 (if I missed it)?
Unfortunately no, the pathfinding is a mess in JA2, and waypoints aren't included as far as I recall.
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lowyhong: Is it possible to set waypoints/pathing for movements in the tactical map? If you start running, it takes up 2AP, and subsequent moves take 1AP. If I don't want to run into a lit up area, I have to manually command my merc to run twice, or even thrice, and that uses up APs unnecessarily. Is there any way I can set a path or waypoints for 1.13, or even JA2 (if I missed it)?
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JMich: Unfortunately no, the pathfinding is a mess in JA2, and waypoints aren't included as far as I recall.
Ah damn. Is there any way I can get mercs to manually run to a spot then stop in the "run" position, so I don't have to spend an extra 1AP when I start running again?
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lowyhong: Ah damn. Is there any way I can get mercs to manually run to a spot then stop in the "run" position, so I don't have to spend an extra 1AP when I start running again?
The answer is again no, unless the merc pauses due to seeing a new item or a new enemy (or runs out of APs). You could always play in 1.13 and modify the value for "start running" (Data-1.13\APBPConstants.ini, AP_START_RUN_COST = 4)
Yeah I guess I'll modify the values. Thanks JMich!