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It relies specifically on markers with a defined variable name - I've tried testing it with other objects, using a variable name for them that is shared with the "Attack" behaviour, but they don't seem to work - which means that you can't set them up to randomly spawn on predefined marker positions as you would an object. The field for entering the marker variable also doesn't seem to be able to contain multiple marker names that it can then pick one from randomly. Is there a way to achieve this?
my computer can easily run an ai vs ai battle with 200 units, 400 groups on both sides if no mods are installed, but if i use this module framrate drops to 0.5 and 1 sec in game became 5 sec irl
i wonder if this mod do make game laggy or it's other thing's problem
Do these effect a mission that is running or only one that you make with these elements? I know you said it doesn't work well with dynamic stuff but if I add these to a Direct action or something would they do anything? Or would I have to go into zues or something and place AI nodes?
I designed it with hand-crafted missions in mind, but it isn't incompatible with DMP.
@飞龙岩山
It used the garrison scripts from LAMBS. You a free to edit the mod to change that part.
I really like everything you do btw
Not sure.
@tduffylocks
There is a readme in the mod folder.
@Ender
Cheers.
Set's the side it applies to.
@Dude ride
Not really, this for more for hand-designed missions.
I started work on an SP company commander campaign, which is where this mod came from. Its very far from completion though.
Any object that isKindOf"Structure" can be used as a bunker, sync it to the Defensive Area module and orient the front of the structure to the north. It must have AI positions though.