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lbdude

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  1. The init script is doing this: currentAO = _targets call BIS_fnc_selectRandom; So it calls a BIS function to select the AO. If we want to change this behavior we can call our own AO selection function.
  2. Hey I downloaded the latest PBO (http://www.ahoyworld.co.uk/topic/726-aw-invade-annex-changelog-and-download/) and the referenced script in your screen shot (INS revive) is not partof the PBO. The latest PBO uses BTC revive. I think they temporarily took down 2.940 and the one on there now is something different.
  3. would a quick-n-dirty fix work? We can have a script at start to set everything friendly and some other parameter in base to indestructible. Or if can be efficiently done periodically run a clean up script.
  4. Does the current mod pick the next AO randomly across the island with equal chance for each spot, or does it do something else? I was thinking that if you can query the game DB for graph data (or construct your own data) you can do something better than uniform random. For example, let's say we can query an importance graph (of objectives), then we can create randomness around this graph along with logic attached to it (think voronoi regions with locality based logic for AO selection). So you get AO near the base and advance progressively expand. You can have side missions further along the graph (deep behind enemy lines). You can also dynamically alter the data to create a feedback system. Edit: ARMA 3 should have a system like this right? You can take over sectors? is there a score on each sector? More edit: It's not that hard to implement. I just mean selectively pick on a graph over the island.
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