User Tools

Site Tools


nfextra_modules_populator

This is an old revision of the document!


Populator

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:

  • Side = For which side to spawn groups. Requires a group module for that side to be present in the mission
  • Sentries = Number of Sentry groups
  • Fireteams = Number of Fireteams
  • Squads = Number of Squads
  • Can reinforce? = Units from this task can reinforce others around them (can make them abandon task for a while). Requires lambs otherwise does nothing
  • Radios? = Units from this task have radios. Increases reinforcement response range and information sharing. Requires lambs otherwise does nothing
  • 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

Defines 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.

Attributes:

  • Side = For which side to define the group

Ⓜ️Attack

Once condition is true, spawns units and creates task waypoints for them. Uses CBA attack if lambs isn't loaded.


Attributes:

  • Spawn condition = Condition run on server that must be true for the module to spawn attackers. '_this' refers to the Module
  • Spawn safety distance = How far away from nearest player should the attacking enemies spawn
  • Direction From = Sets the starting direction enemies can spawn from. 0 = north, 90 = east, 180 = south, 270 = west
  • Direction To = Sets end direction enemies can spawn from. Setting From = 0 and To = 180 would mean enemies can attack from 0 to 180 degrees (north-south)
  • Can rush? = AI that knows where players are and aggressively pushes them and even move into buildings. Requires lambs otherwise does nothing
  • Can CQB? = AI that searches buildings methodically (only use if there are buildings in the area). Requires lambs otherwise does nothing
  • Can Assault? = AI Rushes heedlessly to position. Requires lambs otherwise does nothing

Ⓜ️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't loaded

Ⓜ️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.

Attributes:

  • Can hunt? = Patrol style behaviour that gradually centers in on players within range
  • Can rush? = AI that knows where players are and aggressively pushes them
  • Can creep? = AI attempts to move close to players using cover and engage in close range
  • Range = Range of tracking
  • Module as center? = If disabled AI will track targets within range of their own position, otherwise only within range of module.
  • Spawn timer = Interval in minutes for when to attempt spawning units
  • Spawn condition = Condition run on server that must be true for the module to spawn a group. '_this' refers to the Module
  • 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

Ⓜ️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.

Attributes:

  • Range = Range of tracking
nfextra_modules_populator.1736171774.txt.gz · Last modified: by tiwaz