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Author Topic: Reinforcements and spawning  (Read 768 times)

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TrackenHit

  • Guest
Reinforcements and spawning
« on: 11 Feb 2004, 23:16:25 »
Hey guys. I've decided to take my Helo assault script off the cutting block, and its 6 month hiatus.

What I have gotten complete with this pack so far is the Heli-Infantry Deployment. And I must say its looks damn spectacular! The heli's load up troops, fly across the map, deploy the troops with smoke cover, and then they return to the airfield to their orginal placement.

Though I'm still trying to figure something out. I can seem to come up with a good design for reinforcemens and replacements. Though I do know what I'm asking for.

1. When a soldier is killed, another is spawned in a group back at the airfield.

2. When the group of replacements is big enough to make one heli trip worth it,  they are loaded onto the heli/heli's using the deployment script.

3. When the troops are inserted into the battlefield, they will break up to reinforce all the groups to an even level, or the group will deploy all to a group that has been elimenated, or will break up to deploy to units that are missing certain soldiers.

4. Must work in a v1.46. I want anyone to be able to play this, and I also don't have resistance (I can't seem to find a good price for it anywhere!!)

I have some ideas, but whenever I start to design this script it usually gets way out of control and buggy as hell. It doesn't seem that difficult, but its not working for me. Any help would be great!

-Track

m21man

  • Guest
Re:Reinforcements and spawning
« Reply #1 on: 12 Feb 2004, 04:46:47 »
Your idea is good, but it sounds like eventhandler/function heaven.

Quote
(I can't seem to find a good price for it anywhere!!)
What planet are you on? Last time I checked, Resistance cost about $10 US ::) . Get it now before they're all gone and you have to get GOTY.

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I want anyone to be able to play this,
If you're using CWC, then chances are that only CWC players will use your mission. To someone used to the much better graphics in Resistance, the CWC islands are almost painful to use :tomato: .

 :cheers: Get Resistance Before It's Too Late! :cheers:
« Last Edit: 12 Feb 2004, 04:48:11 by m21man »

TrackenHit

  • Guest
Re:Reinforcements and spawning
« Reply #2 on: 12 Feb 2004, 20:54:48 »
The reason is also once I finish the scripts, the hidden objects (used for LZ's and airfield and what not) can be easily cut and pasted to another part of the map, or any other map. This way all you have to do is move some of the adjoining objects (helis, hidden helipad, and hidden helipad for LZ and the infantry units) around to where you want to where you want. It can be used on any island. Plus the making the mod CWC complient means many more people can take advantage of this map and its script for future uses, no matter what version they have.

m21man

  • Guest
Re:Reinforcements and spawning
« Reply #3 on: 12 Feb 2004, 21:11:58 »
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Plus the making the mod CWC complient means many more people can take advantage of this map and its script for future uses, no matter what version they have.
It's just difficult to design large scale scripts like this without the improvements you get in Resistance. AFAIK, it's very difficult to check what type a unit is or what guns it's carrying, so squads can become very messed up. Plus eventhandlers are probably the best way to create the necessary body deletion scripts. Not using Resistance also keeps you away from CoC "Battle Kings" Artillery, later version of CoC Command Engine, almost any BAS addon, E&S MARPATs (IMHO, best units available for OFP), RHS T-55 & T-62 Packs, etc...