airtom Posted January 8, 2010 Posted January 8, 2010 (edited) Hi, I fly online missions for few months, but I'm quite not satisfied with the way enemy forces are acting, in fact, they're not acting much. I would really like to have dynamic mission with a lot of moving ground units (not just positioned in one location or moving only from wpt1 to wpt2...) according to status of mission, position of players (e.g. detected by radars), number of players and lot more conditions, as in real battle. As I'm not fully aware of mission editor limitations, I have some questions for experienced mission creators or ED team. Is it possible to have such things like: 1) MOVING UNITS ACCORDING TO BATTLE SITUATION, BUT NOT ONCE(!) (e.g. players detected by radars, trigger zones...) - think of this as the possibility to have enemy dynamicly reacting to your position situation: groups of enemy ground units in the city around the target area (e.g. factory), 3 possible ingress ways (e.g. valleys) a) player(s) detected in ingress area -> one group of ground units moving toward threat to eliminate it b) player(s) out of ingress area for certain time (threat eliminated or attack canceled) -> group moving back to target area (target reinforcement) - these 2 steps can repeat as many times as the group is not killed by player(s) - more advanced would be, if many players are detected in one ingress area and for certain time not in other ingress areas, so more than one group would be sent toward them to eliminate threat ASAP and as far as possible from target - this could lead in weak point in defense (as in real situation) of other ingress areas 2) REPEATED REINFORCEMENT (in other words: respawn of units) - this could be applied to many situations, i'll use one example a) FARP is overran by player(s) (or our forces) b) necesary units to use FARP for rearm and refuel are in FARP vicinity c) some of necesary units are destroyed (player mistake, enemy forces killed them,...) -> cannot use FARP for rearm - as long as the condition of using FARP for rearm is not met, repeatedly (e.g. every 15mins) send those missing units from our main base again -> this would lead into possibility to have fully functional FARP repeatedly (and not only once until some units are destroyed) Units respawning could also result in need to hold some strategic positions by constantly fighting enemy forces (as in real), which could be one of mission goals. 3) RANDOM POSITION OF UNITS (some lua scripting) It's generally good idea to have units randomly positioned in battlefield. But I'm not talking about pre-making a lot of units in mission editor and activating them with trigger RANDOM(50%). I'm talking about pre-defining many spawn positions of one unit and randomly activating it in one of these positions. This would require some lua scripting (not a problem for me), but I'm not sure if this can be done within mission file. There is an array of mission objects and not even one function. Is it possible to define user functions there? It looks like regular lua file to me. User functions would really extend mission variability. Imagine that! It really depends on how this file is handled by the game engine... Thanks for replies! Edited January 8, 2010 by airtom
Panzertard Posted January 8, 2010 Posted January 8, 2010 (edited) "Edit" -> Delete -> Delete Message Dont worry, leave the original message :) Good question anyway. Edited January 8, 2010 by Panzertard The mind is like a parachute. It only works when it's open | The important thing is not to stop questioning
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