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nfextra_modules_populator [2025/01/06 02:01] – created tiwaznfextra_modules_populator [2025/01/06 14:23] (current) tiwaz
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 ====== Populator ====== ====== Populator ======
-The purpose of the "populator" modules is to quickly populate the map with groups. Attacking, defending, patrolling, or constantly spawn/respawning enemies are possible right now.+The purpose of the "populator" modules is to quickly populate the map with groups while leaving much control to the mission maker. Attacking, defending, patrolling, or constantly spawn/respawning enemies are possible right now.
  
 All Populator modules (besides the group ones) have the following attributes: All Populator modules (besides the group ones) have the following attributes:
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   * Dynamic simulation enabled? = Disables simulation of units until something activates them (like a player going near). Activation ranges and so on have to be configured in 3den, the defaults are very low.   * Dynamic simulation enabled? = Disables simulation of units until something activates them (like a player going near). Activation ranges and so on have to be configured in 3den, the defaults are very low.
  
-===== Groups Fireteam,Sentry,Squad  ===== +===== Ⓜ️Groups Fireteam,Sentry,Squad  ===== 
-Defines units for a given side. Can be used by other modules to do dynamic spawning of units +Defines groups and their units for a given side.  
 +These **need to be setup before any of the other Populator modules start working.** No need to sync anything, they are registered to specific side instead.
 {{ :group_module.png?600 |}} {{ :group_module.png?600 |}}
  
 Attributes: Attributes:
   * Side = For which side to define the group   * Side = For which side to define the group
-===== Attack =====+===== Ⓜ️Attack =====
 Once condition is true, spawns units and creates task waypoints for them. Uses CBA attack if lambs isn't loaded. Once condition is true, spawns units and creates task waypoints for them. Uses CBA attack if lambs isn't loaded.
  
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   * Can Assault? = AI Rushes heedlessly to position. Requires lambs otherwise does nothing   * Can Assault? = AI Rushes heedlessly to position. Requires lambs otherwise does nothing
  
-===== Defend ===== +===== Ⓜ️Defend ===== 
-Creates units and puts them in defend behaviour. Some of the units will garisson nearby statics, some take positions in buildings others just loiter in the area. Uses CBA defend task if lambs isn'loaded+Creates units and puts them in defend behaviour. Some of the units will garisson nearby statics, some take positions in buildings others just loiter in the area. 
 + 
 +Uses lambs **Camp** and **Garrison** taskif lambs is loaded. Otherwise it uses CBA's **Defend** task. This affects how AI behaves and is positioned.
  
 {{ :defend_module.png?600 |}} {{ :defend_module.png?600 |}}
  
  
-===== Insertion Point =====+===== Ⓜ️Insertion Point =====
 A point to insert new units into the battlefield. Think of it as a spawn & respawn point. Amount of groups set in the module are the max amount active at the same time spawned by this module. If all behaviours are deactivated or lambs not loaded it defaults to CBA search. A point to insert new units into the battlefield. Think of it as a spawn & respawn point. Amount of groups set in the module are the max amount active at the same time spawned by this module. If all behaviours are deactivated or lambs not loaded it defaults to CBA search.
  
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   * Stop timer = Interval in seconds for checking stop condition   * Stop timer = Interval in seconds for checking stop condition
   * Stop condition = Condition run on server, if true this module stops spawning units. Deleting the module during the mission also stops it. '_this' refers to the Module   * Stop condition = Condition run on server, if true this module stops spawning units. Deleting the module during the mission also stops it. '_this' refers to the Module
-===== Patrol =====+===== Ⓜ️Patrol =====
 Patrols get created in random points in module area and then patrol with 'range' of module. Uses CBA patrol if lambs isn't loaded. Patrols get created in random points in module area and then patrol with 'range' of module. Uses CBA patrol if lambs isn't loaded.
 {{ :patrol_module.png?600 |}} {{ :patrol_module.png?600 |}}
nfextra_modules_populator.1736128906.txt.gz · Last modified: by tiwaz