And how the most effective "junk yard dog" restrictions can be the one without junk yard dog?
The thing is, I don't think the aim is to use the script 'junk yard dog', but rather to have apparently random movement for civilians, but such that they will stay off the roads.
There's nothing to say that you must use 'junk yard dog' - besides, normal people walk up and down roads, not in random directions nor stopping every so often. And when you're looking at making so many civilians move, it'll look random at first glance anyway.
if u put two locations one being larger then the other.
small location #1 =[L1]
bigger by 1 sqaure location #2 =[L2]
in the smaller location run the ai script.
in the larger location make it so if the smaller location does not have the right amount of civs in it order all civilians to return to the smaller location this way they are NEVER going to stray.
This is probably unreasonable but it's the only thing I could think of...
Center locations on the cars instead of the roads, then order all civillans near the cars to go somewhere else. :-/
QUOTE(Voyager7456(MM) @ Sep 26 2005, 06:25 AM)
This is probably unreasonable but it's the only thing I could think of...
Center locations on the cars instead of the roads, then order all civillans near the cars to go somewhere else. :-/
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yea they will still go near roads thoe......
QUOTE(Voyager7456(MM) @ Sep 25 2005, 11:25 PM)
This is probably unreasonable but it's the only thing I could think of...
Center locations on the cars instead of the roads, then order all civillans near the cars to go somewhere else. :-/
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I got a car control that keeps the about amount of 100 cars on roads, so I can't center a location on cars. Also I can't canter locations on civilians, sorry.
I am thinking about placing burroved lings by sides of the roads and have a location sliding over them. Please try to do your ideas around this thing. Also remember to look at minimap...
um u know how to move a location over the right unit without the location knowing where the unit is?
It's pretty easy, actually... just make the road a different terrain level then the areas the civs can go to. Then make two locations over the map, with heights checked for the two different areas. There. Problem solved. There is no method that is both as unit efficient and as location efficient. If you don't like mine, then you're on your own.
Just make them allowed to J-Walk =/
QUOTE(Wilhelm @ Sep 26 2005, 12:05 AM)
It's pretty easy, actually... just make the road a different terrain level then the areas the civs can go to. Then make two locations over the map, with heights checked for the two different areas. There. Problem solved. There is no method that is both as unit efficient and as location efficient. If you don't like mine, then you're on your own.
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Please be more detailed. I don't actually see how it solves something,
QUOTE(Ninebreaker @ Sep 26 2005, 01:17 AM)
Just make them allowed to J-Walk =/
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What?
The elivation thing could work say if you put high dirt lineing your road. But then you would have to worry about what way to send the civs. Lets not worry about that unless we determan he wants to do that to his terrain first off.
The burrowed method is overkill Not only do have to cycle though and increadable amount of burrowed units in very few trigger cycles but you also have to figure out witch way to send him back.
What I think would be a good idea is to have several locations that the units walk too. Kinda like in_a_bisket said. When a civ reaches it randomize the next location they walk too. This way its still random but you can control it.
the elevation thing actually is a good idea but the thing is that the "road" actually has to be a road=asphalt i suggest doing what my quote on the signature says ;D
maybe you should make the roads vertical/horizontal instead of diagonal. of course you have probably already thought of this. and i doubt you want want to draw out ur entire map all over again but thats my 2 cents worth
QUOTE(lazyjoe21 @ Sep 27 2005, 01:50 AM)
and i doubt you want want to draw out ur entire map all over again but thats my 2 cents worth
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Exactly

ADDITION:
I just discovered that I can spare only about 10 locations for this. Makes it even harder. Looks like this is the only thing left unresolved in GTA classic. I am very close on releasing demo.