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Rejn

Creating large battles.

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I plan to make some large battles in the future and before I went off and did that I wanted to discuss CPU friendly ways of making large battles.

My main idea is a crate group/respawn function that would respawn a group including it's waypoints/objectives as soon as the first group is dead. This gives the impression of a continuous feed of enemy reinforcements without the wasting of unessacary cpu.

Afterall battalions dont tend to concerntrate on one patch of dirt.

One could also do make triggers that generate elements of a battalion etc.

my question and topic of discussion is how would one go about doing something like this script wise? I'm guessing one would code the individual units and group in either description or mission file? Or would one make a sqs script file with unit list etc mabey just copy paste the units u place from the mission file and make a spawn/create script.

AND

What approaches are you mission makers and scripters out there taking to making large battles more efficient if any?

Im hoping to set this topic up as both a question and a discussion so that others may find it useful. Im sorry if it seems off topic or has already been asked D:

Thanks.

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If you are looking for a scrip Daddl has just the 1. I have used it in missions and it works very well.

It constantly checks how many AI are in the mission all the time for both sides. So, for example you can set the level of AI to 30 per side and it will randomly create units to replace the units killed in action, complete with waypoints.

The dead AI are removed from the mission to keep down the lag.

He made a similar 1 for VBS1 that had armor also, when he gets time he will convert it for ArmA.

PM me if you want to test it.

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1. Make sure dead are removed after "x" amount of time.

2. Make sure additional units are "dynamically" created in some form or fashion.

3. Be careful you don't use fancy scripts that require a ton of CPU usage for side-effect stuff.

Those 3 requirements are about the best you can do....

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