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Offline laggy

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Quick question: Random life script on server
« on: 05 Apr 2008, 23:29:46 »
Hi.

My question is this:

Can I put let's say 50 gamelogics on the map on different locations, spawn random civilians at random gamelogic positions and make them move around to random gamelogic positions through (group) MOVE command?

My idea was to script all this on just the server and my question is if it would work. I think it should, since AI groups and gamelogics are local to the server.

My idea is to create a map full of random life. This could then be used as a template for any missions and simplify the tideous "atmosphere" aspect of mission making.

Cheers

Laggy
And I looked and beheld a pale horse and his name that sat on him was Death and Hell followed with him.

Offline Captain

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Re: Quick question: Random life script on server
« Reply #1 on: 06 Apr 2008, 00:13:41 »
If you don't already know about it then I'd suggest you use Mapfact's DAC for random populace within mission.
Quote from: Raedor
DAC 2.0 Features:
# generate units and waypoints dynamically in AI-zones
# highly dynamic game experience, because of AI-zones being generated at every mission start
# dynamic decrease of unit number (infantry or vehicle groups)
# freely chosen size and number of zones (modify directly in in-game editor)
# every zone can be configured individually (modify directly in in-game editor)
# up to four different unit-categories can be generated per zone
# two zone types: unit-zones, waypoint-zones, can be combined
# freely chosen number of unit-zones can be linked with each other
# freely chosen number of waypoint-zones can be linked with unit-zones
# freely chosen number of unit-configurations can be defined
# freely chosen number of behaviour-configurations can be defined
# freely chosen number of waypoint-configurations can be defined
# movable zones (global troop movement)
# size of a zone can be changed at every time
# new behaviour-configuration can be loaded at every time
# new unit-configuration can be loaded at every time
# dynamic AI-respawn in camps generated dynamically (no respawn or camp limits)
# freely chosen number of camp-configurations can be defined (by a maximum of six camp-upgrades)
# camps can be linked to zones
# AI-respawn also possible without camp
# "Standby-mode" for zones, units are generated when needed
# zones can be activated, deactivated as often as you want to
# script, which can delete units (depending on time and/or distance)
# user defined waypoints can be included
# dynamic AI-addon is defined, possibility to choose between four difficulty levels
# running on dedicated servers
# dynamic weather script
# control markers can be activated
# freely chosen number of marker-configurations can be defined
# new marker-configuration can be loaded at every time
# radio messages and markers depending on chosen side can be activated
# units placed in in-game editor can use DAC routines as well
# AI conquers buildings
# AI detects empty vehicles
# AI uses empty static guns
# AI uses smoke grenades
# complete new routines for detecting the enemy
# scripted artillery support for players and AI (static and mobile)
# AI-(voice-) sounds can be defined on seven different situations (works with MP)
# extended error handling (to avoid user input errors)
# 6 configuration files for individual modifications
# good MP performance

DAC on the BI Forum

DAC Online README

The reason I recommend this over editor placed units and logics is that DAC will spawn and delete units as required, much less demanding than having several hundred units wandering around the island, especially if you're then yet to put in the OPFOR.