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Author Topic: Using Createunit script with customized units?  (Read 1116 times)

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Baphomet

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Using Createunit script with customized units?
« on: 19 Feb 2003, 16:18:51 »
I'm using the createunit script created by Crashnburn. I'm just beginning to look through it. I noticed eastx/westx. sqs seem to govern the details of respawning...  The specific unit, their rank, etc. However I want to add customized units. Units modified by stats in it's initstring. I want to use custom faces and in some cases other weapons which certain units don't defaultly use.

Offline Black_Feather

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Re:Using Createunit script with customized units?
« Reply #1 on: 19 Feb 2003, 23:15:34 »
post the script so we can have a look. The third  element of the array is the init field, so it should go something like

"SoldierWB" createUnit [getPos bob, groupBravo, bla bla bla init field stuff]

CrashnBurn

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Re:Using Createunit script with customized units?
« Reply #2 on: 20 Feb 2003, 06:28:45 »
OK, here's a better way to create units. Those scripts of mine that you have are getting old. Check the example mission.

- uses object id's as spawn locations so nothing has to be placed in the editor. Units from same group spawn at different locations.
- change units weapon loadout
- set units face

If you're using custom units and don't know the editor names for them, simply open the editor and place a few of them and save. Open the mission.sqm with wordpad and look at the "vehicle" names, and use them in the create script.

Baphomet

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Re:Using Createunit script with customized units?
« Reply #3 on: 20 Feb 2003, 16:42:03 »
That seems to offer greater flexibility in unit creation. Only I don't know how I'd go about taking that and combining it with the ability to fix a spawn point with intervals checking to see if the squad is dead or not. Then placing them back into the game. The essential purpose of the script is to simulate hordes of guys swarming a town without actually putting down tons of units, having them die once and lagging the game to hell.

The radio thing has possibilities, only it's really the enemies that are supposed to respawn from fixed (preferably dynamic points). Thanks for the help though.

bn880

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Re:Using Createunit script with customized units?
« Reply #4 on: 20 Feb 2003, 17:52:50 »
Alright, what I think you are basically looking for is similar to the EnemyStack system I have been working on at the CoC.  I released a technical demonstration of it about two months ago here: http://www.thechainofcommand.net/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=37;t=6

It allows you to specify custom initialization strings for every spawned unit, however it is not a genereal re-spawn system.  If you feel up to it have a look.

V1.0 is going to be officially released as soon as testing is completed, here is the proposed manual for V1.0 which should tell you of any improvements over the tech demo:

http://www.thechainofcommand.net/iB_html/uploads/post-31-12758-EnemyStack_Documentation1_0.zip  430KB

 :)

Baphomet

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Re:Using Createunit script with customized units?
« Reply #5 on: 20 Feb 2003, 20:34:32 »
Hm. Well really I've tried taking the idea of adding a custom loadout from Crashnburn's recent script. And applying it to the old one which essentially fills the basic need for respawning enemies. The only thing is... if you do that for every guy it seems like the script just grows considerably. Which i'd assume means there'd be an even more pronounced pause in unit creation than before.

This is disappointing because the last thing I want in a fast paced close quarters scenario is to have the game pause while it's re-creating the units. That just kills it. Not to mention I can just see my friends now bitching about the pause time in the middle of a firefight.
« Last Edit: 20 Feb 2003, 20:35:24 by Baphomet »

CrashnBurn

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Re:Using Createunit script with customized units?
« Reply #6 on: 20 Feb 2003, 21:07:37 »
The radio was just for demonstration purposes. You can trigger the script many different ways.

To continually fill the group, you want a looping count of how many are alive. When it reaches a certain number you can trigger the script again. There's lots of ways to do all this. Someone will probably come up with a better way than mine so keep checking back.