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SetPosATL Multiple Units without collisions - Printable Version

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SetPosATL Multiple Units without collisions - Phantom - 11-13-2015

Okay so I was doing some quick prototyping to prepare for future updates for Home Unlimited (I'm still busy with school, but I was taking a break awaiting some post replies for my other assignments, was busy chewing on some food so I wasn't asleep yet).


Anyways, I figure I can probably randomly spawn a marker somewhere, use that to find nearestBuilding, then BIS_fnc_buildingPositions and I can spawn players in any random building without manual slave labor of selecting every single building and placing an object. The problem is, once I pick that object and spawn players there, everyone will be stacked on top of each other.


I'm wondering how do I take into account for that and spawn players near each other without stacking.


Re: SetPosATL Multiple Units without collisions - Outlawz7 - 11-13-2015

Even if you'd solve stacking, there's only so much space in a room. I'd try searching for four buildings close to each other and have each team setpos'd in their own house.


Re: SetPosATL Multiple Units without collisions - Phantom - 11-13-2015

I wonder what to do when the building is isolated in the middle of nowhere then :o


Re: SetPosATL Multiple Units without collisions - Outlawz7 - 11-13-2015

Leave it as it is or setpos players outside/near the building then?


Re: SetPosATL Multiple Units without collisions - Rund - 11-13-2015

Put them in a line, with a small pitch an hope it fits in one room?


Re: SetPosATL Multiple Units without collisions - Phantom - 11-13-2015

I guess I'll test and see how it goes. I'll get around to that once my assignment deadlines stop pouring in...


Re: SetPosATL Multiple Units without collisions - Alwarren - 11-13-2015

Poisson Disc - https://www.jasondavies.com/poisson-disc/

Implementation in C++ - https://github.com/corporateshark/poisson-disk-generator
(Should be transferable to SQF)