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vostov

I've been working on a gargantuan setup for Takistan

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Long post so in case you do not wish to read fully... I've put my questions in bold and italics.

I've run into the unit cap. So, until I find a way around it - I'm going to try to mix OPFOR and Independent units. (an invisible ''commander'' from the independent to keep the appearance of OPFOR)

Anyway, does anyone know a way around the squad cap?

FPDR

Also is there a way to give a few select units unlimited ammo? I have a AV-8(LGB) that I'd like to orbit around for laser designation calls. (I also need to remove the gun ammo from this plane so it doesn't try to go A-10 on something.)

Also, I needed to make the orbiting bomber invisible to select units? (so the infantry bots don't fixate on it and forget to engage ground targets - which is a problem. I'd get around this by making the bomber a civilian or something but I can't laze targets with it anymore.)

I'll prolly end up using 288 squads by the end of my work.

I know we can use modules ect. to generate encounters. (honestly the fights using this feel very stale. The bodies disappearing kinda nerfs the suspension of disbelief.)

(Also, if anyone wants the map. I'll be happy to pass the folder along.)

On that note.. has anyone done anything similar? Its exhausting work filling in these maps like this. (I've been doing this since OFP original for a collection of friends I play with locally) My scripting skills are primitive but through trial and error I've found clever ways to imbue the bots with a little extra kickass. I've glanced at armaholic and a few other sites. Didn't run into anyone just filling the map up like I've been. I like making a map so complicated you can fly a jet around shooting things up at will until you get shot down. Then after getting shot down its still fun trying to survive and fight your way out of the hole. The patrols are randomized and the guards operate within set zones. (aside from a few roving guards that have full run of the map)

Edited by Vostov

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Long post so in case you do not wish to read fully... I've put my questions in bold and italics.

I've run into the unit cap. So, until I find a way around it - I'm going to try to mix OPFOR and Independent units. (an invisible ''commander'' from the independent to keep the appearance of OPFOR)

Anyway, does anyone know a way around the squad cap?

FPDR

Also is there a way to give a few select units unlimited ammo? I have a AV-8(LGB) that I'd like to orbit around for laser designation calls. (I also need to remove the gun ammo from this plane so it doesn't try to go A-10 on something.)

I'll prolly end up using 288 squads by the end of my work.

I know we can use modules ect. to generate encounters. (honestly the fights using this feel very stale. The bodies disappearing kinda nerfs the suspension of disbelief.)

(Also, if anyone wants the map. I'll be happy to pass the folder along.)

On that note.. has anyone done anything similar? Its exhausting work filling in these maps like this. (I've been doing this since OFP original for a collection of friends I play with locally) My scripting skills are primitive but through trial and error I've found clever ways to imbue the bots with a little extra kickass. I've glanced at armaholic and a few other sites. Didn't run into anyone just filling the map up like I've been. I like making a map so complicated you can fly a jet around shooting things up at will until you get shot down. Then after getting shot down its still fun trying to survive and fight your way out of the hole. The patrols are randomized and the guards operate within set zones. (aside from a few roving guards that have full run of the map)

I've tried to do something similar on Chernarus. It eventually got too slow for me. I try to limit myself to quarters of the map now. Although, I am kind of doing something similar on Takistan but the difference is is that it is mean't to be an air mission so I can get away with less ground troops. Another good thing to do is to mix militia and guerilla guys together to give a wider variety of appearances.

Edit: To make it more fun when you get shot down. You could try using !canmove on your vehicle so that it detects when it is too damaged to fly anymore. And then make it so that it detects the location of the player and then use commandmove or domove or something to send guys to the crash site.

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I've been tempted to buy the VBS2 simulator. My computer runs pretty smooth on my tests so far. I haven't got it up to 288.

I try to make stuff so complex that I can give my friends the option to customize a squad of 12 AIs with whatever weapons armor or aircraft they think they need and turn them loose on the map.

See I'd do quarters of the map just for myself. Its a problem when the people playing the map didn't make the map and don't know how to navigate. This is why, as a contingency, I load the whole thing up.

(I miss the medium sized maps like Everon because it wasn't so much work to fill it up)

I LOVE this new zone. The z-fighting is much less apparent in this expansion as opposed to the original Arma 2. (I swear if they've fix the z-fighting this game would be 100% better)

I digress... contact me via private message over this thing if you want to trade maps. I'd love to see someone else's stuff.

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For the aircraft, you could use setCaptive to have the ground units ignore it, then use something like doFire to force the units that need to focus on it.

In terms of the squad cap, 2 units in one squad is exactly the same as 12 units in one squad. If you're trying to squeeze more units in the mission, the easier solution is using the ones you already have. Otherwise, I think you can createGroup an independent squad, then just spawn the OPFOR units directly in that squad. I haven't messed with any of that since ArmA1 though.

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I'm not going for a zerg attack. I'm wanting lots of small units that are networked to support and replace. I don't have many units over 6 people in size. Most of them are 3 or 4 guys. I think the big squads of 16 people with the hivemind-like perception of the battlefield makes commandoing around impossible.

I love the larger formations for big fights of course.

I'm working on the next 144 units. I make retool everything around having the independent units patrol the countryside and have TK army units hold major cities, airports and acting as a general QRF to the areas where my TK army independent forces need special support.

I'm trying to use the editor to create a map able to cope with just about anything a handful of players can throw at it. I like making missions you really aren't supposed to win. (so if you do happen to win.. its kinda cool)

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One thing i learned to do with shilkas that i wanted in certain positions was I would set their status to none and give them no fuel. Then I would group as many together as I could across the entire map. You can also have an entire squad broken up into smaller groups (that stand still) by using the commandmove/domove command.

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Best thing to do is "simulate" a populated map. In reality you're player is only going to interact with the immediate 0 to 400 meters at most around them. If you're on the south east corner its a waste of computer power to have stuff going on at the north west corner, catch my drift?

Best thing to do is learn how to use the ACM module and how to script events/spawn enemies. That way you're allowing your rig to keep up the frame rate while making you believe you're engaging hundreds of enemies at a time.

Its all about strategy and how you craft this experience ;)

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And how many frames do you get in a second, having reached the squad limit?:eek:

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Try using something like Dynamic addon creator as a module. Play around with it so you don't lag anything too much.

As for the unit cap, I know it will cap units at 1500, but it will cap groups at a much smaller number. So, try making larger groups.

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It maxes at 144 groups per side, which I have done, right now I have a mission w/ 700 guys on one side, once BLUFOR ran out of group space, I just went with independents friendly to BLUFOR.

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