Dynamically adjustable 'Probability of Presence' & 'Condition of Presence'
|Affected ArmA II version:||1.57.76815||First affected ArmA II version:|
|Reproduced by another DH user:||No||Single / Multi Player?:|
|I am using some Mods:||Yes||BIForumURL:|
|I am using:||CO (A2+OA)||NGUrl:|
|Reproducible for you:||No||WIKIurl:|
|Related to content of DLC:|
This is to replace #17698 which has been in 'Feedback' a while because initially my request details were not very clear.
Make the 'Probability of Presence' & 'Condition of Presence' dynamically adjustable during the missions via triggers, etc.
My understanding is, there are two means of scripting with ARMA2:
A) With scripting documents within the mission folder.
B) With single lines of scripting code within the 'On Act' & 'On Dea' boxes within triggers; and 'On Act' boxes within waypoints, etc.
I may be wrong (as I'm still finding my way through the mission editor), but the only way to spawn new units with associated waypoints/modules/unique weapons within the mission is to use scripted documents within the mission folder.
I would like to see an alternative method where the units I would like to spawn I can place, along with any unique settings/waypoints within the 2D editor. They would essentially sit waiting to spawn with their Probability of Presence settings set to zero. Then the 'On Act' line code boxes of other unit's triggers/waypoints could be used to set these sleeping unit's presence to 100% and kick them into life when certain conditions are met.
All this set off with the normal single line scripting code within those little boxes on the triggers or waypoints and without the need for scripted documents within the mission folders.
My idea on how this could work:
1/ Tank named AAA is going along the map on its waypoints.
2/ APC named BBB is setup in the 2D editor with a series of waypoints and a squad of infantry troops set to its cargo; both the APC and the squad of troops have their presence set to zero.
3/ There is a trigger set on the map with its 'Condition' for !(alive AAA) . The trigger's 'On Act' line would have code to set the APC and infantry squad’s presence to 100% and then to re-initialise those units.
4/ If the trigger is tripped, the APC and infantry units would initialise/spawn then carry out their assigned tasks.
The possibilities for the users are endless and without a single use of a scripted document, and with minimal coding/scripting by the user within the 2D editor dialogue boxes.