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Tusipex
Joined: 10 Jan 2002 Posts: 252 Location: from Poland , in Wales . .
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Posted: Wed Apr 26, 2006 12:31 am Post subject: Dynamic start points , dynamic civilian ships number |
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Hi
I've created a mission with respawn points based on dynamic groups.
To make the player subs start in different locations, I've put the subs with their killgoal triggers in seperate groups (min 2, max 2, prob of inc. tried 0, 99 or 100).
Either way , the sub always spawn at the same location
It's the same with civilian traffic.
The group hierarchy is:
SUB (min 2, max 2 prob 100)
- Sub Red (groups of sub with spawn point (min 1, max 1, prob 100 )
- sub 1 (as mentioned above)
- sub 2
- sub . . .
- Sub blue (same as red) |
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Fish
Joined: 21 Sep 2001 Posts: 2412 Location: Netherlands
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Posted: Wed Apr 26, 2006 12:15 pm Post subject: |
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Could be you didn't change the Prob of Inclusion? |
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Tusipex
Joined: 10 Jan 2002 Posts: 252 Location: from Poland , in Wales . .
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Posted: Wed Apr 26, 2006 1:56 pm Post subject: |
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On the editor map - in platform settings - every single of them - all have prob of inclusion "0". |
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Fish
Joined: 21 Sep 2001 Posts: 2412 Location: Netherlands
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Posted: Wed Apr 26, 2006 5:51 pm Post subject: |
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When you want one out of three to exist, 33 % should do the trick. |
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Tusipex
Joined: 10 Jan 2002 Posts: 252 Location: from Poland , in Wales . .
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Posted: Thu Apr 27, 2006 1:54 am Post subject: |
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You sure ? I'll try that. |
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Miika
Joined: 10 Oct 2005 Posts: 60 Location: Helsinki
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Posted: Thu Apr 27, 2006 1:58 am Post subject: Jep |
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The way I've found it to work is the following:
The program will check the listed platforms in the listed order; hence, if the first platform has 100%, it will always be the one to be created.
So, if you have 3 platforms, give each a 33% propablility, if you have 5, give 20% etc.
Miika |
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Tusipex
Joined: 10 Jan 2002 Posts: 252 Location: from Poland , in Wales . .
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Posted: Thu Apr 27, 2006 4:37 am Post subject: |
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Sorted . . .
Thanks a lot guys.
Much appreciated |
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