Schlaak / ArmA-3-Missions

WIP Missions
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[LOGIC] PointsOfInterestFramework #14

Closed Schlaak closed 3 years ago

Schlaak commented 3 years ago

Define points / areas of interest via function

Schlaak commented 3 years ago

Thoughts so far:

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.

Schlaak commented 3 years ago

PoI Framework V0.5

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.

Example:

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.

Basic flow:

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"**
Schlaak commented 3 years ago

TODO:

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...