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Do you basically have four groups of enemy "attackers", units/vehicles placed (N, E, S, W). On the map and tagged hidden?
If this is your unit setup, then I have a workable solution for you.
Also, when using scripting commands, such as "Entity_state".
Are you familiar with using "advanced" settings for the "source" when setting the "properties for Selector" ?
I was thinking of using a hidden pool of available units and cloning them, with different tags for groups of regular soldiers, MG gunners, squadleaders etc to get a random look for them with each playthrough since they'd all have numerous random variants. Are you saying it'd be easier if I created 4 hidden squads with the groups/squads system and have them ready at their respective spawns?
And yeah, I should be able to follow your instructions re using advanced settings for the selector.
If smth isn't clear I'll def rewatch some of your guides about the topic. :)
Yes, that would be the simplest solution. I'd simply assumed that was your current setup.
But, your extended vision of random squad members from a pool of available units is also possible.
I got this right ?...
Enemy attack from 1 of 4 directions. Randomly chosen. Next attack randomly comes from 1 of the 3 remaining directions, and so on and so fourth.
Each attack is made up of squads randomly selected from a pool of available units.
Each of the four possible directions have waypoint paths leading the attackers to the players defensive position. Presumably the player is based somewhere near the centre of the map?
An "Attack" ends when all current enemy are dead? This triggers the next attack to take place from a new random direction, with new random squads.
It's actually just a one off script for each "attack", which is actually supposed to be a probe by enemy recon units, and the player will have to work his way to each location in the perimeter where they might be patrolling.
The task is basically a counter-recon patrol, so I'm thinking that the enemy recon teams will spawn prone and work their way to positions somewhere just a bit out of LOS of the defending units that are still AI-ally controlled at this point.
I wouldn't like to have one recon probe trigger the other, but rather have them all in the same script, with a randomised delay between the spawn of the recon groups, and the player would get notified with eg minute and a half/two minutes lag of when they reach their designated scouting zone, where they would spend approx 5 minutes or so and then proceed to crawl back offmap into a designated zone. This would make the task of finding and neutralizing the patrols more difficult as one might still be active when another one spawns in.
I was thinking of a having this referenced in a later script, so that if more than 1 guy from a particular group make it offmap, the preparatory arty barrage they were scouting for will fall on top of the defensive positions, and if just 1 or no guys are left from the group, then the arty will fall short and cause much less damage than the former case.
I had a bit of time so I had a go at making a short video to hopefully help with the random stuff.
https://www.youtube.com/watch?v=wHt3_HKQTsI
Will look into it in the new year and I'll report how it works.
Cheers, Mate.