Duala Thunder

  1. 8 years ago
    Edited 8 years ago by PillowTalk

    Just finished a template mission playing with 3DEN. The idea was to create as complex as a dynamic mission using as little scripting as possible... But I still went a little nuts with the scripting anyway. Nothing complicated; just being able to grab a quick group from flags, hiding the markers I don't want shown to the other teams, and whatnot.

    Anyway: http://steamcommunity.com/sharedfiles/filedetails/?id=654182597 - Mission PBO subscription

    https://www.dropbox.com/s/vvopbqp5myftigz/tthunder.IslaDuala3.zip?dl=0 - Mission folder for editing (again, it was made in EDEN; I don't know if there is a way to open 3D files in the 2D editor because they don't even show up in the 2D editor to load for me. But who uses that dusty old 2D editor now anyway? :P).

    It needs all the CUP mods and Isla Duala.

    It's more of a template now because I am not sure what kinds of other features would be cool. The only idea I had was for the two civilians: I was gonna make their combat support chopper automatically go loiter around large combat zones; but I am having a bit of an issue getting custom placed combat support units to work right now and I don't know enough about the code line in the module to make the ALIVE spawned unit do what I want right now. I am open to other suggestions in the mean time, though.

    If I can learn a bit more about the internal workings of Alive as far as it goes with calculating avaliable reinforcements and stuff so I could set conditions for victory, I would try to automate victory for one side or another if they can successfully drive out all the other hostile teams. I don't know how stuff is considered "captured" or not by Alive for it to play a role in that to make it more than just PvP sector control.

  2. I don't know how stuff is considered "captured" or not by Alive for it to play a role in that to make it more than just PvP sector control.

    The easiest way for you to do this while still being able to customize it would be to utilize this snippet over objective areas.
    http://alivemod.com/wiki/index.php/Script_Snippets#Detect_Virtual_Units_.28Profiles.29_in_a_Trigger_Area

    If I can learn a bit more about the internal workings of Alive as far as it goes with calculating avaliable reinforcements and stuff so I could set conditions for victory, I would try to automate victory for one side or another if they can successfully drive out all the other hostile teams.

    You can observe forcepool levels like so

    _forcePool = [ALIVE_globalForcePool,"BLU_F"] call ALIVE_fnc_hashGet; // scalar
 

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