This shows you the differences between two versions of the page.
| Next revision | Previous revision | ||
| nfextra_modules_populator [2025/01/06 02:01] – created tiwaz | nfextra_modules_populator [2025/01/06 14:23] (current) – tiwaz | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| ====== Populator ====== | ====== Populator ====== | ||
| - | The purpose of the " | + | The purpose of the " |
| All Populator modules (besides the group ones) have the following attributes: | All Populator modules (besides the group ones) have the following attributes: | ||
| Line 11: | Line 11: | ||
| * 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, | + | ===== Ⓜ️Groups Fireteam, |
| - | Defines units for a given side. Can be used by other modules to do dynamic spawning of units | + | Defines |
| + | These **need to be setup before any of the other Populator | ||
| {{ : | {{ : | ||
| 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. | ||
| Line 31: | Line 31: | ||
| * 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 | + | 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** | ||
| {{ : | {{ : | ||
| - | ===== 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. | ||
| Line 52: | Line 54: | ||
| * 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. ' | * Stop condition = Condition run on server, if true this module stops spawning units. Deleting the module during the mission also stops it. ' | ||
| - | ===== Patrol ===== | + | ===== Ⓜ️Patrol ===== |
| Patrols get created in random points in module area and then patrol with ' | Patrols get created in random points in module area and then patrol with ' | ||
| {{ : | {{ : | ||