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Author Topic: Random assault missions  (Read 823 times)

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Random assault missions
« on: 19 Mar 2005, 14:11:27 »
I'm working on a mission that drops the player and his squad at some random spot on an island (say a random town on Everon), then picks another one at random, fills it with the enemy, sets up the waypoints, adds appropriate support resources, and sends you off to assault it.
Biggest problem so far is that the briefing has to be rubbish ("Assault, er, somewhere"), and has to be issued as radio messages from HQ during the intro.

Any ideas for other cool stuff to include?

Offline greg147

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    • Royal Air Assault Battalion
Re:Random assault missions
« Reply #1 on: 19 Mar 2005, 16:32:18 »
That sounds good. Maybe you could use the same code again to add random empty vehicles to random bases, so you do not know weither there will be a chopper, a truck, or nothing at all  ;)
« Last Edit: 19 Mar 2005, 16:32:26 by greg147 »
Royal Air Assault Battalion - [L/Cpl] Greg

Offline Raptorsaurus

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Re:Random assault missions
« Reply #2 on: 19 Mar 2005, 17:07:58 »
You could have a briefing that says no town names, just unit objectives, like:  the enemy has a base "here", there is armor in "this area".  The communcations is "here" etc.  Then each of the "here" or "at this location" points would be linked to markers that you would move with the random placement of certain key units.  So if one of the key objectives is to take out some AA units to open up for air support, you have a marker called "AAunits".  When the AA units are set to a random region, you move the marker to that same general area, so that when the briefing says "take out the AA units" that will be linked to the "AAunits" marker, when the player clicks on the blue text, the map will scroll to that area.  YOu might also have some hidden objectives that are revealed during the mission that will also be randomly place with markers that follow.  To help you with getting random posistions I am attaching a function I made called "RandPos.sqf".  You can use this function to help place the markers randomly in reference to the key element they represent.  The distance and direction parameters can be controlled  so that the marker will be near the unit, but not right on the unit and always in a different direction from the unit.  You can also use this function to keep units that are associated with each other scattered in random patterns, but still near enough to be be "marked" by the same marker (ie, randomly place the marker, then place the units it represents, randomly around that marker).


  • Guest
Re:Random assault missions
« Reply #3 on: 21 Mar 2005, 00:17:39 »
Thanks for the help with the briefings.  I hadn't thought about making them use markers.  That would work really well.  I'm still reading up on how to move waypoints (it's in the docs, I know), so that the player, the supporting units, and the enemy all fight in the right place  ;)