Do you mean like this? I've implemented direct_placement to place players directly in the path of the deer. For their destination, I couldn't prevent camping but the closest player is 39% of the map away from it, and I made it beach so even if someone did manage to get close they'd have to mill really far
Code:
/* THE GREAT HUNT */
/*--------------------------------------*/
/* Direct Placement Angle */
/*--------------------------------------*/
/*--------------------------------------*/
/* Start Script */
/*--------------------------------------*/
<PLAYER_SETUP>
direct_placement
#const SET_ATTRIBUTE 0 /* Type: Attribute Const */
#const AT_PLAYER 0
#const AT_COLOR 1
#const AT_TEAM 2
#const ATTR_HITPOINTS 0
effect_amount SET_ATTRIBUTE DIRE_WOLF ATTR_HITPOINTS 0
/*--------------------------------------*/
/* Define Lands */
/* ANGLE1 uses LAND[1-8] */
/* ANGLE2 uses LAND[1-4] and LAND[9-12] */
/*--------------------------------------*/
start_random
percent_chance 100
#define ANGLE1
percent_chance 0
#define ANGLE2
end_random
#define LAND1
#define LAND2
if 3_PLAYER_GAME
start_random
percent_chance 50
#define LAND3
percent_chance 50
#define LAND4
end_random
elseif 4_PLAYER_GAME
#define LAND3
#define LAND4
elseif 5_PLAYER_GAME
#define LAND3
#define LAND4
if ANGLE1
start_random
percent_chance 50
#define LAND5
percent_chance 50
#define LAND6
end_random
elseif ANGLE2
start_random
percent_chance 50
#define LAND9
percent_chance 50
#define LAND10
end_random
endif
elseif 6_PLAYER_GAME
#define LAND3
#define LAND4
if ANGLE1
#define LAND5
#define LAND6
elseif ANGLE2
#define LAND9
#define LAND10
endif
elseif 7_PLAYER_GAME
#define LAND3
#define LAND4
if ANGLE1
#define LAND5
#define LAND6
elseif ANGLE2
#define LAND9
#define LAND10
endif
if ANGLE1
start_random
percent_chance 50
#define LAND7
percent_chance 50
#define LAND8
end_random
elseif ANGLE2
start_random
percent_chance 50
#define LAND11
percent_chance 50
#define LAND12
end_random
endif
elseif 8_PLAYER_GAME
#define LAND3
#define LAND4
if ANGLE1
#define LAND5
#define LAND6
#define LAND7
#define LAND8
elseif ANGLE2
#define LAND9
#define LAND10
#define LAND11
#define LAND12
endif
endif
<LAND_GENERATION>
base_terrain SHALLOW
/*--------------------------------------*/
/* Deer run here */
/*--------------------------------------*/
create_land
{
land_position 0 0
terrain_type BEACH
land_percent 10
base_size 7
border_fuzziness 6
zone 2
left_border 0
right_border 90
top_border 0
bottom_border 90
other_zone_avoidance_distance 10
}
/*--------------------------------------*/
/* Player Land[1-8] */
/* Deer Land spawned in LAND[1-2] */
/*--------------------------------------*/
if 2_TEAM_GAME
start_random
percent_chance 50
#define TEAM_ONE_TWO
percent_chance 50
#define TEAM_TWO_ONE
end_random
endif
if LAND1
start_random
percent_chance 50
#define LAND1A
percent_chance 50
#define LAND1B
end_random
create_land
{
terrain_type GRASS3
if LAND1A
land_position 39 9
elseif LAND1B
land_position 39 9
endif
other_zone_avoidance_distance 10
zone 1
if TEAM_ONE_TWO
assign_to AT_TEAM 1 0 0
elseif TEAM_TWO_ONE
assign_to AT_TEAM 2 0 0
else
assign_to AT_TEAM -10 0 0
endif
}
create_land
{
terrain_type DIRT
land_percent 1
if LAND1A
land_position 99 9
elseif LAND1B
land_position 99 9
endif
top_border 0
left_border 99
right_border 0
bottom_border 99
clumping_factor 15
land_id 15
other_zone_avoidance_distance 10
zone 15
base_size 8
}
endif
if LAND2
start_random
percent_chance 50
#define LAND2A
percent_chance 50
#define LAND2B
end_random
create_land
{
terrain_type GRASS3
if LAND2A
land_position 9 39
elseif LAND2B
land_position 9 39
endif
other_zone_avoidance_distance 10
zone 1
if TEAM_ONE_TWO
assign_to AT_TEAM 2 0 0
elseif TEAM_TWO_ONE
assign_to AT_TEAM 1 0 0
else
assign_to AT_TEAM -10 0 0
endif
}
create_land
{
terrain_type DIRT
land_percent 1
if LAND2A
land_position 9 99
elseif LAND2B
land_position 9 99
endif
top_border 0
left_border 99
right_border 0
bottom_border 99
clumping_factor 15
land_id 15
other_zone_avoidance_distance 10
zone 15
base_size 8
}
endif
if LAND3
start_random
percent_chance 50
#define LAND3A
percent_chance 50
#define LAND3B
end_random
create_land
{
terrain_type GRASS3
if LAND3A
land_position 48 9
elseif LAND3B
land_position 48 9
endif
other_zone_avoidance_distance 10
zone 1
if TEAM_ONE_TWO
assign_to AT_TEAM 1 0 0
elseif TEAM_TWO_ONE
assign_to AT_TEAM 2 0 0
else
assign_to AT_TEAM -10 0 0
endif
}
endif
if LAND4
start_random
percent_chance 50
#define LAND4A
percent_chance 50
#define LAND4B
end_random
create_land
{
terrain_type GRASS3
if LAND4A
land_position 9 48
elseif LAND4B
land_position 9 48
endif
other_zone_avoidance_distance 10
zone 1
if TEAM_ONE_TWO
assign_to AT_TEAM 2 0 0
elseif TEAM_TWO_ONE
assign_to AT_TEAM 1 0 0
else
assign_to AT_TEAM -10 0 0
endif
}
endif
if LAND5
start_random
percent_chance 50
#define LAND5A
percent_chance 50
#define LAND5B
end_random
create_land
{
terrain_type GRASS3
if LAND5A
land_position 57 9
elseif LAND5B
land_position 57 9
endif
other_zone_avoidance_distance 10
zone 1
if TEAM_ONE_TWO
assign_to AT_TEAM 1 0 0
elseif TEAM_TWO_ONE
assign_to AT_TEAM 2 0 0
else
assign_to AT_TEAM -10 0 0
endif
}
endif
if LAND6
start_random
percent_chance 50
#define LAND6A
percent_chance 50
#define LAND6B
end_random
create_land
{
terrain_type GRASS3
if LAND6A
land_position 9 57
elseif LAND6B
land_position 9 57
endif
other_zone_avoidance_distance 10
zone 1
if TEAM_ONE_TWO
assign_to AT_TEAM 2 0 0
elseif TEAM_TWO_ONE
assign_to AT_TEAM 1 0 0
else
assign_to AT_TEAM -10 0 0
endif
}
endif
if LAND7
start_random
percent_chance 50
#define LAND7A
percent_chance 50
#define LAND7B
end_random
create_land
{
terrain_type GRASS3
if LAND7A
land_position 66 9
elseif LAND7B
land_position 66 9
endif
other_zone_avoidance_distance 10
zone 1
if TEAM_ONE_TWO
assign_to AT_TEAM 1 0 0
elseif TEAM_TWO_ONE
assign_to AT_TEAM 2 0 0
else
assign_to AT_TEAM -10 0 0
endif
}
endif
if LAND8
start_random
percent_chance 50
#define LAND8A
percent_chance 50
#define LAND8B
end_random
create_land
{
terrain_type GRASS3
if LAND8A
land_position 9 66
elseif LAND8B
land_position 9 66
endif
other_zone_avoidance_distance 10
zone 1
if TEAM_ONE_TWO
assign_to AT_TEAM 2 0 0
elseif TEAM_TWO_ONE
assign_to AT_TEAM 1 0 0
else
assign_to AT_TEAM -10 0 0
endif
}
endif
/*--------------------------------------*/
/* Alternate P[5-8] Land */
/* Alternate P[5-8] Deer */
/* These replace LAND[5-8] */
/* Not yet implemented */
/*--------------------------------------*/
if LAND9
endif
if LAND10
endif
if LAND11
endif
if LAND12
endif
/*--------------------------------------*/
/* 100 100 Deer Land */
/*--------------------------------------*/
create_land
{
terrain_type DIRT
land_percent 1
top_border 99
left_border 99
right_border 0
bottom_border 0
land_position 99 99
clumping_factor 15
land_id 15
other_zone_avoidance_distance 10
zone 15
base_size 8
}
<TERRAIN_GENERATION>
create_terrain FOREST
{
base_terrain DIRT
spacing_to_other_terrain_types 2
number_of_clumps 99
land_percent 99
}
<OBJECTS_GENERATION>
create_object TOWN_CENTER
{
set_place_for_every_player
min_distance_to_players 0
max_distance_to_players 0
}
create_object VILLAGER
{
set_place_for_every_player
min_distance_to_players 6
max_distance_to_players 6
}
create_object SCOUT
{
set_place_for_every_player
min_distance_to_players 7
max_distance_to_players 9
}
create_object DIRE_WOLF
{
number_of_groups 99
terrain_to_place_on DIRT
number_of_objects 9
set_gaia_object_only
resource_delta 2
place_on_specific_land_id 15
set_scaling_to_map_size
}
create_object DEER
{
number_of_groups 99
terrain_to_place_on DIRT
number_of_objects 9
set_gaia_object_only
place_on_specific_land_id 15
set_scaling_to_map_size
}
<CONNECTION_GENERATION>
create_connect_all_lands
{
replace_terrain WATER SHALLOW
start_random
percent_chance 50
terrain_size 7 0
percent_chance 50
terrain_size 8 0
end_random
}