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#1
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Missions can be generated automatically by script similar to how naryv generates tanks in his sample missions (see an archive in a sticky above).
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#2
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That sounds promising. The reason I started out with this approach was I found no way to "detect" where to place actors dynamically. I'll explore naryv's scripts and see what I've missed. Thanks.
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Core i7 3930K @ 4.8GHz; 16Gb DDR3 (Vengeance); nVidia GTX580; OS disk: 150Gb 10000rpm; SIM disk: 300Gb 10000rpm; Windows 7 x64 Ultimate |
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#3
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Quote:
Apparently my browsing skills aren't good enough...
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Core i7 3930K @ 4.8GHz; 16Gb DDR3 (Vengeance); nVidia GTX580; OS disk: 150Gb 10000rpm; SIM disk: 300Gb 10000rpm; Windows 7 x64 Ultimate |
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#4
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äh do you downloaded _tanks from narvy? i added it to
http://forum.1cpublishing.eu/showpos...8&postcount=22 and CTF_Rondel in the attachment, |
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#5
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Thanks Kodiak.
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Core i7 3930K @ 4.8GHz; 16Gb DDR3 (Vengeance); nVidia GTX580; OS disk: 150Gb 10000rpm; SIM disk: 300Gb 10000rpm; Windows 7 x64 Ultimate |
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#6
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In the 1st message here is attached archive. In the archive there is a folder with several scripts by naryv http://forum.1cpublishing.eu/showthread.php?t=26523
He spawns tank groups at position of front-markers but this can be changed to player aircraft position. |
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#7
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"Front markers" is new to me but it sounds like I would still have to base my solution on sub mission files then? I was toying with an idea to add some spawn points just to have some sort of geographical references on the map but I need to explore that concept more.
Can front markers be classified/tagged somehow? I'm thinking some would be used to spawn road traffic (placed on roads), others are for trains, livestock, ships and so on. Suppose I need to explore the FMB deeper...
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Core i7 3930K @ 4.8GHz; 16Gb DDR3 (Vengeance); nVidia GTX580; OS disk: 150Gb 10000rpm; SIM disk: 300Gb 10000rpm; Windows 7 x64 Ultimate |
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#8
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I wonder if the server would be overally taxed if you have too many players all being tracked and each spawning in objects/missions.
I have a similar zoned arangement in a script development. However to stop multi spawning I have a randomised selector including null missions so that there is chances nothing happens aswell. Once activated though the zone is on timer (randomised period), so that following player does not activate again repeatedly. As much as we want a open free play, the designer of the missions and pack should consider operations that target players attention to an area. Otherwise you might as well play single player. With that, the zones could be confined to a battle area of importance and thus lower specific mission per zone trigger and importantly the need to have a gazillion missions which do nothing. Last edited by Smokeynz; 04-11-2012 at 01:15 AM. |
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