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T.Hanford

Dynamic Missions || Need Help

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How do you make dynamic missions?

I imagine its quite difficult but a decent tutorial or guide would be much appreciated :)

thanks

-timmyrules [3PARA]

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To what extent to you mean dynamic? I understand what it means to be dynamic, but what exactly are you looking for in particular, different types of missions, random patrols/number of enemies, chance for reinforcements?

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there are multiple methods (editor; scripting; both), you'd need to be more specific on what you are trying to accomplish. i'd suggest writing out a plan and a flow chart of what you want, and when...break it down into smaller, manageable pieces. then we can help you figure out 'how'.

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Well i had a smaller version of something like 'DUWS' or 'Whole lotta Altis' in mind.

The plan is to have a dynamic mission for my unit so that we can launch this up and not have to worry about MCC or making new missions in the editor etc.

The basic idea would be:

1. Military areas on the map would be populated by a random side and random strength.

2. Random patrols of random sides.

3. Random attacks on military areas.

4. Random weather changing.

5. Random side missions like chopper crashes or the likes.

Thats the basic idea i have in mind.

thanks in advance for any advice/help

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Do you have some basic scripting knowledge ?

What will be the difference between your mission and DUW or WLA ?

Do you want to select your mission ingame ? or do you want them to be randomly generated ?

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To be honest my scripting knowledge is pretty crap.

The difference between ours and DUWS and WLA will be that its specifically for our unit.

I intend for the missions to be randomly generated

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#2 and #4 have scripts and the sort already out there, but for #2 here is a function that I based off of a lot of those scripts, you would have to add in some extra "randomization" functionality for the different sides, as well as the corresponding config groups for those sides, but that's simple enough:

/* //////////////////////////////////////////////
Author: J.Shock

File: fn_patrols.sqf

Description: Creates randomly positioned patrols throughout a 300 meter radius of an AO.
                  Spawns anywhere from 3-8 patrol groups.

Parameters: 
	1- Marker for center position: (string)

Return: True if completed.

*///////////////////////////////////////////////



private ["_configGrps", "_AOmarker", "_randomGrp", "_grp", "_rndPos"];

_AOmarker = (_this select 0);
_configGrps = ["OIA_InfSentry", "OIA_InfTeam", "OIA_InfTeam_AT", "OIA_InfTeam_AA"];
_return = false;


for "_i" from 1 to (floor(random 6)+3) step 1 do {

_randomGrp = _configGrps call BIS_fnc_selectRandom;

_rndPos = [[[getMarkerPos _AOmarker, 300], []], ["water", "out"]] call BIS_fnc_randomPos;

_grp = [_rndPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> (_randomGrp))] call BIS_fnc_spawnGroup;

[_grp, (getMarkerPos _AOmarker), 100] call BIS_fnc_taskPatrol;

sleep 0.05;

};

_return = true;

_return

As far as #1, you could look up a number of garrisoning scripts/functions, one I like to use from time to time is AISSP.

For #5, I would recommend building out a sqf file full of a number of different in-line functions for each type of side mission you would want (crashed chopper, weapons cache, etc.), this would be the more work intensive portion of the dynamics, mainly just due to the fact that each has to work exactly how you want, so there is a lot of test, fix, test again, fix again.

For #3, again, some sort of function that has a random time generated and then some random chance of simulating the attack (as for the attack itself, my recommendation would be the same as I put for #5).

I could go way more in-depth on this, but I'm not in the book publishing business (yet :p).

Edited by JShock

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