Jump to content
Sign in to follow this  
walker

Has any one thought of being a general

Recommended Posts

Has any one thought of using the editor to create strategic battles as follows.

A defender creates a map with a point they want to defend and places their units in defensive positions and triggers around it.

They then make a copy of it with all defensive units removed and post it along with a readme stating number and type of units (Intel statement)

Their oponent using the map makes an attack the fixed point based on using an agreed number of units.

The two maps are merged in the editor.

Then one of three things could happen:

1) The two players sit back and watch the AI slug it out (Perhaps via a camera scipt and some scripts to track casualties and unit positions )

2) Each player plays the game from their side helping it and maybe odering squads.(sort of firebrigade activity)

3) Both players play it as a multiplayer game

Rules

They would have to be agreed but here is one

Either player can add scripts (but probably not Kill zones)

My thoughts

It may be the best programmer of scripts who wins.

It may be the person who makes best use of the AI

It may be the person who best understands the relative value of their units and order of battle.

Your thoughts please

Share this post


Link to post
Share on other sites

Interesting idea. That would certainly make for a long day playing under the right circumstances. i say Give it a go smile.gif !

Share this post


Link to post
Share on other sites

Sounds like playing army men on one of those scaled down maps on your table biggrin.gif

There are some scripts out there that let you control other squad groups. I think I saw them at OFPEC in the code snippets section.

Share this post


Link to post
Share on other sites

well its a good start but this would be better i think:

The same idea applies but you could make some kind of dynamic campaign this way. You could have a certain amount of allocated points. Like a soldier could cost 100 points while a abraham would cost 1000 points. and lets say you have 5000 points....so you would have to decide wich units you are going to take etc.And you can agree with the other map maker that you guys will be fighting for towns and if you have more towns you can have more allocated points and such.

This would be a completely dynamic campaign !

Ofcourse you would have to make another mission after each battle depending on the outcome wich could take some time , but it would definitely be cool !

*edit* Ofcourse im talking about multiplayer missions and not single player or like someone referred "no-player"

Share this post


Link to post
Share on other sites
Guest

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

Either player can add scripts (but probably not Kill zones)

My thoughts

It may be the best programmer of scripts who wins.

<span id='postcolor'>

I doubt that scripts should be allowed. If you assume that each player has an area of the island where you can place units then:

bombTheHellOutOfTheOpponent.sqs

_centerOfOpponentsArea = _this select 0

_radius = _this select 1

#loop

_pos = getpos _centerOfOpponentsArea

_bigboom = "laserguidedbomb" camcreate [(_pos select 0)+random(2*_radius) - radius, [(_pos select 1)+random(2*_radius) - radius,_pos select 2]

~0.1

goto "loop"

This = dead opponents very soon.

Share this post


Link to post
Share on other sites

That is why I said no Killzone scripts

That to me looks like a global kilzone script

I am sure the US army General staff would love one

You are right it though would have to be ageed scripts.

Share this post


Link to post
Share on other sites

Damn butter finger typos

You are right though it would have to be agreed scripts.

NOT

"You are right it though would have to be ageed scripts."

Share this post


Link to post
Share on other sites

brain... hurting...

sounds good, if you are willing to place troops for several hours...

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×