@@ -14,17 +14,27 @@ In the Details panel of the parent VH select the *VHMovement* component. Under t
For every VH that should walk alongside the parent, provide an entry in the *Child VH* Map. As key you provide other VHs and as value an offset that specifies the distance the child will have from the parent. Depending on the selected formation the offset will change its behavior. E.g. if you select *InLine* a positive offset will be behind the parent and a negative offset will be in front of the parent. If you select *Abreast* a positive offset will be to the left of the parent and a negative to the right.
Don't forget to set up the Waypoint system (selecting a Waypoint Group and order). You only need to set up the parent, as all settings (Waypoint and Group Movement) will be forwarded to the childs (all VHs specified in the *Child VH* Map) when the game starts.
Don't forget to set up the Waypoint system (selecting a Waypoint Group and order). You only need to set up the parent, as all settings (Waypoint and Group Movement) will be forwarded to the child (all VHs specified in the *Child VH* Map) when the game starts.
Expand the *Child VH* Map to allow 2 float parameters. The offset in x- and y-direction. This way the user can define arbitrary formations. The Group Formation ENUM will then overwrite these two values to have pre-defined formations, but will also contain an entry "UserDefined", that just takes the offsets provided by the user.
**2. Automatically spawn child VHs**
If no VH is specified as key in the *Child VH* Map automatically spawn one at the specified offset.
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Next steps:
- [ ] arbitrary formations given x- and y-offset
- [ ] arbitrary formations
- [ ] automatically spawn child VHs
- [ ] automatic changes of formations based on environment-awareness