;D
Basically, I'm splitting Islands up into Sectors, Sector Size is
about 800 meters, because normally you can't see Objects
beyond that, and that is sufficient for combat with Small arms.
What I basically do is, I remove Civilians and Enemies if you can't see them anymore, and create them if you will soon be able to see them (managing what you can see or not is done
with the Sectors).
So far it works fine, and I can (theoretically) populate a whole
Island with Civilians in every town (let's say 20-30).
I've even created a Indy4-Like Interface to talk to them (I got some Screenshots if anybody is intersted). It is all very well,
only problem is that the Civilians can't move (well they can, but they don't have waypoints). For Civilians this isn't so much
of a problem, it's more a problem now that I also want to Include Enemy Units in this System.
Doing that by a Script means that I have a Public array, that
contains:
a) the Group ID
b) all waypoint of that Group
c) what waypoint is active
Sounds like the Waypoints BIS is using doesn't it? :-\
The only possible thing I can Imagine, is to somehow be able
to Split a Group in a way that each created Group still has the
same Waypoints...then I could move the Waypoints per Script,
and I'm done...
I don't know how BIS manages their Waypoints, though Somehow it has to be Possible to create a Waypoint.
If someone wants a File, it's 54KB big so I can't attach it...
-Fishion