nicholasclark-artist / DCG

Dynamic Combat Generator is an Arma 3 mod designed to help mission makers quickly enhance their cooperative scenarios.
GNU General Public License v2.0
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Base Compositions #105

Open Radeni opened 7 years ago

Radeni commented 7 years ago

I always tought that the layout of the bases for the primary objectives is a little lame. I think that with the "garrison" feature you said you were working on the bases could get a bit of oberhaul. My idea was to suggest some of the bases from the composition collection called "Zeus and Eden Templates" http://steamcommunity.com/sharedfiles/filedetails/?id=642912021 Or i could make some custom ones for DCG and t hen send the compositions to you for approval and(hopefully) integration .

nicholasclark-artist commented 7 years ago

Lol calling someone's work lame isn't the best way to get your request implemented, but if you send me a composition created in the VR map then I'll take a look.

Radeni commented 7 years ago

Ayy nick you know i love your work but when i see some other ones made by people who spend the same time you do on the DCG mod but creating those bases yours do seem a little lame. Plus im talking from experience,infantry in those doesnt have any advantages over people outside. Ill send you a VR mission file containing bases so you can see if you like any

Radeni commented 7 years ago

Alright,here they are. I noticed you had different layouts for different types of objectives so i've made 3 primary layouts and a camp for secondary "eliminate officer" objective. I really hope that you like them and use them either like they are or with your changes and improvements. Here is the file: bases_for_dcg.VR.zip

And here are some previews: Primary and secondary: Officer 20170512042835_1 20170512041523_1 20170512042755_1

Primary: Destroy Cache 20170512041450_1 20170512041435_1 20170512034122_1 20170512041025_1

Primary: Artillery 20170512041355_1 20170512041405_1

nicholasclark-artist commented 7 years ago

You seem to be a bit confused with how the task system selects bases. There aren't specific bases matched with specific tasks. The bases are scored on a 0 - 1 scale. Each task calls for a base of a certain score and that's the composition that's used in the task. For example, the artillery task may call for a base with a score of 0.7. The scores are compiled and a base with a score close to 0.7 is selected.

This means the bases have to work for several tasks. The larger bases should work with all primary tasks and the smaller bases should be compatible with all secondary tasks. For example, the large bases need multiple open areas for an artillery or cache to spawn. Also, any base objects that may be mistaken for a task related objective can't be used. This doesn't seem to be the case in some of your compositions.

Regardless, I'll go through them and make them DCG compatible. Thanks for the work.

Radeni commented 7 years ago

Well,i made my asumptions based on gameplay experience since i noticed that the bases were repeating themselves based on the task. If the base system works with a score then i guess its possible that there could be more bases made so they are more random and dynamic. I enjoy making these so if it is possible then it would be no trouble to make more bases for you.