But, if I set reverse execution in onload section the same message gets written and it skips two waypoints before executing.Loaded waypoint path tt.xml
No return path with default naming tt_return.xml found.
We use the normal waypoint path tt.xml now.
Waypoint #2 is closer then #1. Hence we start with waypoint #2.
Moving to waypoint #2, (65, 60)
WP 2
Moving to waypoint #3, (-47, 62)
WP 3
Moving to waypoint #4, (-51, 13)
WP 4
Moving to waypoint #1, (10, 11)
The game client did not crash.
3:25pm - Script forcibly terminated.
In this last execution I expected the execution order to be 2, 1, 4, 3...Loaded waypoint path tt.xml
No return path with default naming tt_return.xml found.
We use the normal waypoint path tt.xml now.
Waypoint #2 is closer then #1. Hence we start with waypoint #2.
Moving to waypoint #4, (-51, 13)
WP 4
Moving to waypoint #3, (-47, 62)
WP 3
Moving to waypoint #2, (65, 60)
The game client did not crash.
3:23pm - Script forcibly terminated.
The waypoint file I tested with is as below, just a simple square in house:
Code: Select all
<?xml version="1.0" encoding="utf-8"?><waypoints>
<onLoad>
__WPL:setDirection(WPT_BACKWARD) -- With or without this one in tests
</onLoad>
<!-- # 1 --><waypoint x="10" z="11" y="0">print("WP 1")</waypoint>
<!-- # 2 --><waypoint x="65" z="60" y="0">print("WP 2")</waypoint>
<!-- # 3 --><waypoint x="-47" z="62" y="0">print("WP 3")</waypoint>
<!-- # 4 --><waypoint x="-51" z="13" y="0">print("WP 4")</waypoint>
</waypoints>
Best regards
DX