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Spawn a small group of infantry (different predefined squads for different Trucks/APCs for example) when a ground unit of the same coalition around them is damaged or destroyed.
Makes more sense than spawning infantry on a destroyed unit.
First implementation idea:
handle unit gone event, maybe unit damaged event
search for closest unit with "unitEmpty=False" flag in radius (1km?)
spawn randomly chosen squad around found unit
set flag "unitEmpty" so we don't spawn multiple squads from same unit
considerations: don't define OP squads (RPGs are hard, MANPADS are hard)
The text was updated successfully, but these errors were encountered:
There needs to be more logic around when this can happen. If I hit an APC with a tendam charged ATGM (explosion on penetration, and second explosion once inside) I don't expect very active/capable infantry to depart that vehicle at any point in the future.
It also really sucks when you put guns on a KAMAZ or something and then die seconds later to infantry that spawned underneath post gun run. While realistic to real world war, it's not the most fun from a game aspect. I think we should prioritize fun factor here
some logic around randomization of units in a vehicle might be a good place to start.
So you might use the proposed logic, but not all personal carrier always has persons inside to drop. There's a bit of luck involved in that sense maybe?
🤔 trying to think how you might add skill to allow someone to best the game
maybe the units that spawn are limited by the type of unit that put down the damage? that could control the skill factor.
so you only spawn aks when you fly in a huey with guns.
but that HE missile that damaged the tank next to the apc can cause a manpad to spawn (on a low chance)
so you never get manpads in a huey
and you never get manpads from guns
Spawn a small group of infantry (different predefined squads for different Trucks/APCs for example) when a ground unit of the same coalition around them is damaged or destroyed.
Makes more sense than spawning infantry on a destroyed unit.
First implementation idea:
considerations: don't define OP squads (RPGs are hard, MANPADS are hard)
The text was updated successfully, but these errors were encountered: