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Jerre  



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#1 Posted at 2011-07-31 18:23        
     
Hi everybody,

I'm kinda new at mission editing, i've done some basic steps in Operation Flashpoint Dragon Rising, but now i'm much more into Arma Armed Assault.
I'm making a mission wich starts at a Base/Bootcamp, i just started to learn a bit of scripting and editing thanks to Mr. Murray's Guide.

Now my question for the time being, after quite a lot of research (maybe not enough), is there any Civilian Life script, or anything to make Ai Civilians, animals (and insurgents) live, walk, drive, talk across the island? mainly in the cities/villages.

Also A SECOND question is about what Game Logic's are???? i've read somewhere not clear at all, there is a preset civilian life script or anything alike to activate with a game logic??

Help would Be mucht Aprreciated!

The goal of my first mission and ofcourse this "civilian life" is to be able to create patrol, Humanitarian missions, within a real life environment (at least simulated at its best).

Jerre

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#2 Posted at 2011-07-31 18:44        
     
If by civilain ambient life you mean civilians going about doing their own thing, that isn't possible unless you have some sort of script for it, or if you plot out their behaviour on your own, which is a real pain, believe me. As for game logic, that is normally used to manifest objects using init commands or on act. commands. For example, if you want to place a single weapon on the ground somewhere you have to attach it to a game logic using commands. It's a bit confusing, and i had a hard time understanding at first, but once you get it you'll be like "omg, why didn't that make sense to me before"? lol


I don't believe anyone's ever made a humanized script, but that's a really good idea :) maybe someone should make it! Just like how the creators of the game make all of the characters move and talk in the cutscenes, the player can do the same with some knowledge, patience and alot of time and frusturation. There is, however, a script for dynamic enemy AI camps and whatnot, so that when you're playing your own mission you dont know where all of your enemies are, making it more fun for the mission maker.

This post was edited by commando_rye (2011-07-31 18:58, 994 days ago)