Hi Grunt
There are two scripts that use this effect with good results.
One is the uwar_grass script - definitely worth a download for the grass objects alone ! The script creates 50-100 grass objects centred on the player, then moves them as you move giving the effect of moving through endless undergrowth. It doesn't work well in towns or moving across runways (
) but looks great in a wilderness setting !
The second is a sandstorm script that creates a cloud of endlessly spawning semi transparent particles, again centred on the player. This creates a very realistic sandstorm/rainstorm/duststorm/hailstorm effect (depending on how you set the particle variables), unfortunately in MP you need multiple version running which can cause some lag.
On another front, I am working on something like the scenario you mentioned for a mob-style assassination mission. It will be based on Everon and will be played across the entire map.
I am going to have key figures at fixed spots throughout the island (arms suppliers, informants, goons for hire etc), with 3-4 "floating" groups of wandering civilians that will blink to wherever the players happen to be.
The civvie groups will automatically respawn any losses they take using a respawn script which will check their group count every 3 seconds or so, and will roam around town using a custom made "mingle" script that uses semi-random doMoves around a fixed spot.
The "blink" script will check the players' positions every 5 seconds or so (yes, this will be MP !) and will automatically move the entire group to the nearest town to each player. If that town already has a civvie group assigned to it then the script will move the next civvie group to the next closest town, and so on.
The movement part won't be too hard to do. I am going to place a named gamelogic in each town, each cycle the script will check the distance betwen the first player and each gamelogic and keep the co-ordinates of the closest one. It will then blink in the leader of the first civvie group, record the offset from its origin to its destination, then apply this offset to each other member of the group. Voila - instant group teleport !
The hard part is the check for the remaining players. I have to check THEIR closest gamegic above, but if that is occupied then I will have to disregard this point. This shouldn't be too hard but I just have to get my brain around the coding, not easy with three kids and heaps of RL work to distract me !
I think that four groups should do the job - if you check Everon you'll notice that here are very few places that you can stand that you can see more than four towns at once. Of course, once the script is running I may find it easier to do more . . .
If you want a copy of it when it's done then ping me in about 2-3 weeks time.
cheers
roni