arma2:random-mission-design
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revision | |||
| arma2:random-mission-design [2016/12/30 21:51] – made class names bit cleared. snakeman | arma2:random-mission-design [2017/01/18 11:23] (current) – moved to a correct namespace. snakeman | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | ====== ArmA 2 Random Mission Design ====== | ||
| - | PMCTODO this is bit incoherent rambling type very much todo page, but its a base info template. | ||
| - | |||
| - | How do you setup your random missions, here are some issues, solutions and thoughts etc. | ||
| - | |||
| - | |||
| - | ====== CfgWorlds Class Names / Locations ====== | ||
| - | |||
| - | **class names** is used to extract location data from the terrain config to be used in mission. | ||
| - | |||
| - | All terrains should have class names setup (locations), | ||
| - | |||
| - | |||
| - | ====== CenterPosition ====== | ||
| - | |||
| - | **class CenterPosition** is used to extract terrain' | ||
| - | |||
| - | CenterPosition should be what it says, center position of the terrain. | ||
| - | |||
| - | All terrains have this but it is no way certain that it actually is the **center** position, many modders just leave it to what ever they copy pasted the config or put it to some " | ||
| - | |||
| - | |||
| - | ====== Config Problem ====== | ||
| - | |||
| - | If you rely on getting information from class names or class centerposition, | ||
| - | |||
| - | |||
| - | ====== | ||
| - | |||
| - | Place playable units and respawn_ markers into top-right corner which is the furthest place in the terrain. | ||
| - | |||
| - | Then use scripts to determine the terrain area by looking the player coordinates as the maximum coordinates. | ||
| - | |||
| - | **Pros:** | ||
| - | * choosing starting locations for each side. easy, just place gamelogic or whatever you choose to mark them | ||
| - | * getting terrain size is easy, just check playable (player) unit coordinate which is the max | ||
| - | **Cons:** | ||
| - | * somewhat hardcoded method | ||
| - | * mission cannot be copied easily to different sized terrains as it requires mission editor work | ||
| - | * gamelogic' | ||
| - | |||
| - | |||
| - | ====== Script Only Design ====== | ||
| - | |||
| - | Place playable units and respawn_ markers into lower left corner close to [0,0,0] position. | ||
| - | |||
| - | Then use script < | ||
| - | |||
| - | **Pros:** | ||
| - | * mission can be copied easily to other terrains, just rename file name and you're done, no mission editor work required | ||
| - | * no need for 100's of gamelogic' | ||
| - | **Cons:** | ||
| - | * choosing starting locations for each side | ||
arma2/random-mission-design.1483134719.txt.gz · Last modified: 2016/12/30 21:51 by snakeman
