Hello, I am looking for some help with the next campaign over at ArmA ToW. Our current staff is is bogged down with the scripts from other parts of the campaign (resources, UN menu, forward spawning, etc.) as well as ACE development and real life.
Below is what is required to capture a sector in the mission. The code of a sector should be able to be copy and pasted so that someone with very limited scripting expirence can copy and paste, changing variable names (alpha_01, alpha_02, bravo_01, etc) to save time for the scripters.
I tried keeping this as short as possible.
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I. SectorsA. Takistan is separated into a pre-determined number of sectors.
B. Sector code should be able to be copy + pasted to cut down on the work of the scripter
II. ZonesA. Each sector is split in half creating 2 zones.
B. Each zone contains one COP and battle position for each team.
C. A "invisible" line is drawn across the width of the zone. This comes into play later on.
III. COP (Combat Outpost)A. Placement
- COPs are pre-placed and remain in their position.
- This is decided before the battle.
B. Capturing
- Capturing an enemy COP is initialized by destroying the enemy's battle position in the zone.
- This requires a team to push their battle position up 400m from the enemy's COP.
- Once a team clears the enemy out of the COP, they can raise their flag.
C. Assets
- Forward Spawning: If a team's battle position is within 400m (along axis of advance) of an enemy COP, forward spawning is disabled.
- Ammo: Resupply vehicle can drop off loaded ammo crates.
- Weapons: Resupply vehicle can drop off loaded weapon crates.
- Communication Station: Required to have long range communications with friendly units (friendly markers to start, later on we will add A2TS).
- Radar Station: Required to register enemy aircraft on the map.
IV. Battle PositionA. Creation
- Each team starts from their COP.
- To advance, a team must build a battle position a maximum of 400m from their COP (along axis of advance).
- To build a battle position, a vehicle loaded with the building assets (ammo crate), must drop the cargo off at the desired location.
- Using the action menu, a team builds a pre-designed battle position.
- Another battle position can be created a maximum of 400m from the last battle position.
- This is repeated until you are within 400m (along axis of advance) of an enemy's battle position (along axis of advance).
- At which point, a team will need to destroy the enemy's battle position to place theirs.
B. Destruction
- To destroy an enemy's battle position a team must prep the site (ammo crate; 60 second wait/ animation that can be canceled).
- Once completed this will turn off the invincibility script and allow a satchel to destroy the enemy's battle position.
- Once the ammo crate is destroyed any assets and fortifications around the battle position are deleted to maintain FPS.
C. Assets
- Mortars: Can only be assembled inside the battle position.
- Communications Relay: Required to maintain long range communications.
- Ammo: Resupply vehicle can drop off loaded ammo crates.
V. Win ConditionsA. To win a zone, a team must destroy the enemy's battle position and secure the enemy's COP.
B. To win a sector, a team must secure both zones.
* Axis of advance is used for distance to stop teams from passing each other's battle positions and pushing to the other side of the zone (shown on image as green line).
** If a vehicles is destroyed, another cannot be spawned for 5 minutes
Below image describes the system more in depth.