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marcodarco

What does the game logic do?

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Sorry if this seems very newbie, but I was just wondering if someone can explain the GAME LOGIC section in the editor?

What does it do?

What does it add to mission creating?

how to implement them?

Any help would be very much appreciated.

p.s I have been making basic missions for ages with some basic scripting, but I have never learnt what the game logic bit does

cheers

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Please read the forum (editing) and youll learn a lot. ;) SOM (SecOps) is discussed, ACM (ambient combat module) is discussed and more.

Very simple explanation is that instead of having to make scripts (wich is kinda hard if you dont know how to) you have different logics that can do a lot of different things. You can for example add the ACM module and sync it to your player and add an ini.sqf script to set parameters and bang - you have patrolling enemies from how many factions you want.

The SOM module when synced to your player will create random missions with speech and all! You can accept or deny the missions. Clearing the missions can give you new options in a menu, and some examples can be airstrikes, supply drops and more to help you clear the missions coming up. With that i think the SOM only is needed. No init script so you can test that if you have ARMA2. The UAV when used with the UAV module plus a UAV HQ synced to you will give you the automatic circling UAV with FLIR that you can order to move to whatever area you want.

Explaining them all i think no one will around here mate its just too much info. These things are super duper though i can tell you that much. The ARMA2 biki will be added continously with info on usage by BIS and community and some are allready up like the UAV and ARTILLERY etc.

EDIT!!!: And ooops sorry mate lol. the GAME LOGIC... I got logics and modules all in my head that i missed the good old GAME LOGIC. Very sorry mate for not connecting my brain better. That someone smarter have to explain as the only thing i know is to use it when i make MP missions and name it "server". Thats what i know - so you didnt learn anything lol.

Alex

Edited by Alex72

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A game logic is local to the machine it was created on. Other special functions of the game logic is the AND and OR types.

AND - Only available for groups on the Game Logic side. This waypoint will not complete until all waypoints it is synchronized with have been completed.

OR - Only available for groups on the Game Logic side. This waypoint will complete when any one of the waypoints it may be synchronized with has been completed.

Game Logic's OR type waypoints are another special case, they only require one synchronized entity to be ready, rather than all of them as is normally the case.

Source.

I used this in the past to control a 'chain of events', that was dependant on many other factors. Now I find that scripting is a better approach.

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Well its almost October and I still cant find a good explaination of the Game Logic unit.

What it does, how to place it, is it synched.

No document really availble.

Lots of references telling you what to synch to but no why or whatfor.......

ie:

Any updates...anything

Thanks

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Basiclly if your making a MP mission just place a normal game logic on the map and name it "server" thats all many people know about it something to help with scripting etc but it can be used for one or 2 other simple things like nearest object etc etc

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Basiclly if your making a MP mission just place a normal game logic on the map and name it "server" thats all many people know about it something to help with scripting etc but it can be used for one or 2 other simple things like nearest object etc etc

That "server" trick was used in OFP etc before there was scripting command "isServer" to check if the machine in question is the server. It's not required anymore.

For nearestobject, positions etc an empty object (for example invisible helipad) should be preferred as they are "dumb" objects and take no CPU time, where as Game Logics have Brains/AI to some degree. In practice it probably never makes a difference though.

Simple answer is, basic game logic isn't needed for anything.

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Simple answer is, basic game logic isn't needed for anything.

Thats what I was wondering.....I wasent sure if it had any effect on the AI or mission development.

What about the location settings, how are these to be applied.

If you have a location game logic unit and selcet opfor as owner do you have to synch or group it or is it an area thing.

My assumtion is that it would make the AI understand that this object or territory is owned by the enemy.

Is this the case and when would you apply it.

Ive tried to apply it to civilian vehicles but have not seen the AI reacte any diffrent.

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You can use game logics to create Dynamic Compositions. Simply add

if (isserver) then {nul = [getpos this, getdir this,"bunkerMedium03"] execvm "CA\modules\DynO\data\scripts\objectMapper.sqf"};

to the init-line of the game logic. I'm using location logics for my missions. You can change the angle of the composition by changing the angle of the logic. Never was easier to design something in the ArmA series.

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