![]() ![]() If anyone has solved the mystery of working with dynamically created civilians while also saving their locations / last activities in an external file for when they're out of range for caching, I would love to see your solutions. Let's face it, ALiVE is just too RAM and virtual memory hungry when it comes to populating a map - I really wish they would put some of the stress on the CPU, the bulk of it in a dynamic external cache, and preserve the virtual memory and RAM as best as possible as it causes severe performance drops when the AI is active right now, even with the profiling system (That goes for BIS and the ALiVE dev team). I've also been trying to figure this out for quite a while on dynamically spawned civilians. I'm not a big fan of how great ideas seem to fade into the mist in gaming forums >:( I would love to see what you're trying to approach here. This way, with dynamically spawning civs such as EOS or TPW's, the mission maker could place a trigger around a town, the players get close to the town and trip the trigger, the civs start spawning (sleep on the assassination script so it doesn't fire until all the civs are spawned in) and Wolfenswan's assassination script (set to "true" to affect all civs) takes over. What would be nice is to have a way to fire the script in a trigger that the player(s) have activated. _hat_item = _civ_hats call BIS_fnc_selectRandom Random integer, if 1 instead of 0, add a random item from the array ![]() _cloth_item = _civ_clothes call BIS_fnc_selectRandom _vest_item = _vests call BIS_fnc_selectRandom This is one way to do it: add if(isServer) then to init.sqf, then create a script called civguise.sqf and add this: ![]() It is pretty simple, though at least with my limited knowledge pretty cumbersome since the classnames need to be listed manually. Opfor is spawned, has 1 in 7 chance of getting one of the Civie clothing, then has 1 in 5 chance of different vests, and then has 1 in 2 chance of getting a hat or not. ![]() Surely this must be possible in the scripting. So instead of making individual scripts per unit, we can just spawn an Opfor group, and let the coding randomise their kit everytime so no two Opfor will have the same clothing + vest + hat (optional). Is there a way that we can create a script, whereby we can list every Civilian clothing model, but attach a randomiser coding to it. ![]()
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January 2023
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