Closed Schlaak closed 3 years ago
Thoughts so far:
currently we can preplace PoI´s.
These PoI´s will be given to an array
they could be moved to random FindSafePos
stuff could be moved there via SHKpos and enemys spawned...
stuff could be moved to random position around the PoI with findSafePos... think i already mentioned that?
Used PoI´s should then probably be taken out of the array... but how?
used stuff defined in schlaak_vars.sqf
Schlaak_PoI_1 - all synched objects from Log_Schlaak_PoI_1
Schlaak_PoI_2 - all synched objects from Log_Schlaak_PoI_2
Schlaak_PoI_3 - all synched objects from Log_Schlaak_PoI_3
so this returns us the option of three kinds / types of different PoI´s.
The Framework takes GAMELOGIC objects of the given types (currently hardcoded in the script) and moves them to a safepos (the values for the safepos are also currently hardcoded in the script) around an object synchronized to the Logic of the PoI.
So e.g. Log_Schlaak_PoI_1 Object pushes Points of Interest to Schlaak_PoI_1 Array. The corresponding script e.g. PoI1.sqf then attaches all synchronized objects of the corresponding logic type (i.e. LocationFOB_F) to the logic. It does this for all of these logics to create moveable compositions. Finaly the compositions will be moved to a safepos around the objects from Schlaak_PoI_1 Array.
Each PoI script will execute it successor. The first PoI script is initialized in Schlaak_vars.sqf .
**Log_Schlaak_PoI_1** -> **Schlaak_PoI_1** -> **PoI1.sqf** uses **"LocationFOB_F"**
**Log_Schlaak_PoI_2** -> **Schlaak_PoI_2** -> **PoI2.sqf** uses **"LocationCamp_F"**
**Log_Schlaak_PoI_3** -> **Schlaak_PoI_3** -> **PoI3.sqf** uses **"LocationResupplyPoint_F"**
remove hardcoded stuff and parameterize it... finaly maybe make a function. maybe include a PoI4 for Roadblocks and RoadsideIED´s etc. Maybe also anotherone for objects on Roads but just within the vincinity of towns or such...
Once done i think we can quit working on it...
Define points / areas of interest via function