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gossamersolid

How to Fully use Gita (Town Generator)

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I found the town generator reference here: http://community.bistudio.com/wiki/Town_Generator

and I'd like to use some of the optional parameters, but I'm unaware of how to actually use these.

If I place the town module on the map and in the init box type TownName = "Test Town", it still names it something random.

This leads me to believe that it has to be called a different way (probably a location with an init call or something), but I was wondering what I would type to call this module and use some of the parameters.

Any help would be most appreciated!

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I found the town generator reference here: http://community.bistudio.com/wiki/Town_Generator

If I place the town module on the map and in the init box type TownName = "Test Town", it still names it something random.

from the very placed you linked:

Example: BIS_gita_0 setvariable ["townname","Takmyr"];

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from the very placed you linked:

except changing the name has no effect.

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except changing the name has no effect.

my exact point. Does anybody know how to work this?

EDIT: I extracted GITA from the modules pbo and found out that the Wiki is wrong, I'll update it.

The correct variable is "name", not "townname"

Edited by GossamerS

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This doesnt answer your question but thought I'd share since we are on the topic of town generator: if you place down some towns and dont move them, their auto generated name will not change. Example is I was experimenting with them on desert map and be warfare. slap down the towns, preview to have them generate and write down their names. place your town center and camps down, name them properly and presto! capturable towns on OA desert map. Can pbo it up and use like any other mission. Am curious though how they will perform on server and jip players as the towns individually generate as the mission loads.

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This doesnt answer your question but thought I'd share since we are on the topic of town generator: if you place down some towns and dont move them, their auto generated name will not change. Example is I was experimenting with them on desert map and be warfare. slap down the towns, preview to have them generate and write down their names. place your town center and camps down, name them properly and presto! capturable towns on OA desert map. Can pbo it up and use like any other mission. Am curious though how they will perform on server and jip players as the towns individually generate as the mission loads.

Check the post before yours, I found the issue.

On the note of performance, what you would have to do is extract the module and include it as a script in your actual mission's source folder and then call it on the server while players load.

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Example: BIS_gita_0 setvariable ["name","NewTown"];

Still didn't work.

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Example: BIS_gita_0 setvariable ["name","NewTown"];

Still didn't work.

BIS_gita_0 would be the name of the town generator module if you named it that.

Place a new town generator and in the Init box type

this setvariable ["name","NewTown"];

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my bad then..cheers for clearing it up, and updating the wiki

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my bad then..cheers for clearing it up, and updating the wiki

no problemo

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you guys really know your stuff I am looking forward to being able to really get into this after I graduate.

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you guys really know your stuff I am looking forward to being able to really get into this after I graduate.

That's nice to hear. Glad to see some more people are gonna get into mission making.

Good luck with graduation.

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towns work in multiplayer, the more you add the more taxing it is on the server

ive got a map and it has 30 towns on it on Zargabad, just takes a while to load them all.

400 ai enemy , runs fine in editor but not in multiplayer online.

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The TownSize doesn't want to increase. I've tried setting it to 800 and 1000, and nothing different than the default

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Hello,

this setvariable ["name","NewTown"];

Can this be used somehow to change existing towns?

I want to change the Mapname of Zargabad - Can anyone help me with that?

cu

SerialMum

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