scooby78 / 160thSOR

160th SOR Loadouts
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Spawner #51

Closed scooby78 closed 6 years ago

scooby78 commented 7 years ago

New function and scripted assets that allow mission makers to place down "fire and forget" spawners that will adapt to players and allow less requirements to micro manage missions.

To do:

Diesel486 commented 7 years ago

recommend a rework of spawners, as observed in tonight's op they are almost impossible to put in an open-ish area, also if the terrain isn't level the Ai get stuck inside the buildings. would suggest making a rock or something as a spawner with a higher detection radius and mid to high numbers

scooby78 commented 7 years ago

There is the 'invisible' spawner which is a rubbish pile.. That can be put inside existing buildings

Ref to do list above... it will have a menu to allow more dynamic operation including a spawn count selection

Diesel486 commented 7 years ago

Out of curiosity, will the variables inclde an activation radius? This would be a massive help for situations where there is little defolaide in the 300m vacinity, a major issue I had on sunday's failop 😂

scooby78 commented 7 years ago

yes it does :)

scooby78 commented 6 years ago

grenade & RPG spam needs addressing through changes to group compositions

scooby78 commented 6 years ago

Group compositions changed, range increased, spawn amount increased and grenades removed from most inf along with RPGs to avoid spamming.