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Thread: CivPopulate - Populate towns dynamically

  1. #1

    Post [script] CivPopulate - Populate towns dynamically


    CivPopulate


    A script package that populates areas dynamically with civilians and adds traffic to the roads.


    * FOR OFP/CWA *

    Current version: 1.4 - DOWNLOAD: http://www.mediafire.com/download.php?xn98n38k6ke6g9p



    CONTENTS:
    • Template
    • Demo mission in Nogova
    • Demo mission in Nogova to test CoC UA. Debug mode on.



    FEATURES:
    • Populate your towns with as many civilians as you want in as many towns as you want
    • Civilians wander the streets or idle lazily inside or near buildings.
    • You can populate your towns with civilians from different addons to increase the diversity of the population
    • Population changes depending on if it's day or night
    • Just one simple, light script is used to manage an unlimited amount of walker civilians
    • Add any pack of civilians by adding templates


    *New*
    • Civilian traffic
    • You can now also designate camping areas
    • Populate towns with specific types of civilians
    • Add and remove designated towns and camps on the fly
    • You can pause, resume, reset or completely stop civPopulate
    • You can now really set an unlimited amount of towns and camps (previously there was a limit of 63)



    USE:
    Spoiler:


    MISC NOTES:
    • Traffic: Although there's a minimum placement distance of 300m from the player you'll sometimes see the cars popping up.
    • Traffic: You'll occasionally hear explosions around you. Don't panic. It's just vehicles exploding and civilians burning to death. New clones will replace them shortly.
    • Traffic: Five vehicles is usually enough to simulate the traffic in any island. With more the chances of they bumping against each other, particularly on the initial placement, are too high, and you'll actually see less traffic than with less vehicles (as they keep being destroyed and relocated).
    • Other: Expect huge house parties if there's just a couple of building with preset positions in a town.
    • Other: Lots of civilians = less FPS. If you set your max population to 700 and you enter a "high" town expect a significant FPS drop. This script package places as many civilians as you want in the spots you want. No more, no less.




    CREDITS

    Functions:
    • Backoff (createunit2.sqf)
    • Liquid_Silence (distancepos3d.sqf)
    • General Barron (nearestobj.sqf)
    • Tophe of Östgöta Ops (randomBuildingPos.sqf)
    • weasello (rndPosInRadius.sqf)
    • toadlife (shuffle.sqf)
    • Igor Drukov (getrelpos.sqf)
    • bn880 (sortbubble.sqf)


    Scripts:
    • Mr-Murray (teleport.sqs)


    Music:
    • Dola Re Dola (by Devdas)
    • <unidentified song> (by Amir Jan Saboori)
    • Kopeika <extract> (by et_)




    CHANGELOG
    Spoiler:



    ---
    Use this, share this, modify this, whatever you want. Just put my name somewhere if you do so.

  2. #2
    Sounds great, I always had issues with populating maps with civs due to performance.. Traffic would be great as it gives the best illusion of ambient civs.. Thanks

  3. #3
    I was wondering how to use the demo missions and realized this not for Arma2

  4. #4


    Don't you guys have that "Ambient Civilians" thing up there? That should do what this does. And most likely way better.

    Anyway, you could try to change the .noe or .afghaneveron extensions to .utes or any other island from arma 2 and then move the gamelogics over towns. Maybe it'll work there. Slim chance, though. <- That was silly of me.
    Last edited by kenoxite; May 13 2012 at 17:38.

  5. #5
    I've updated civPopulate.

    There's quite a lot of changes and additions in this release, traffic being probably the highlight. Check the first post for more info about those new features and how to use this new version.

    Also, I'm afraid it's not backwards compatible with the previous version, as now it makes extensive use of markers instead of game logics to designate areas. Sorry about that.

  6. #6
    Master Gunnery Sergeant BronzeEagle's Avatar
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    this is a badass tool right here.

  7. #7
    Thanks guys.

    civPopulate is updated now to version 1.4. The link in the first post has been updated accordingly.

    This version contains several new features, fixes and improvements. This is the changelog:

    • Fix: Walker civs were able to roam outside their designated area and range
    • Fix: Vehicles were playing music after resetting
    • Change: Single global array used to store global vars now
    • Change: civPopulate now initialized by civPopStarter logic. Init.sqs not needed anymore
    • Change: Pedestrians more evenly distributed when populating an area
    • Change: Traffic is a bit more varied. You won't see the same sequence of vehicles all the time
    • Change: Increased activation range for traffic when the speed of player is low (such as on foot)
    • Change: Increased activation ranges for traffic and population when player is flying
    • Change: Vehicle and driver replacement and reviving scripts moved from managevehicles.sqs to their respective EH scripts
    • New: You can now specify the exact amount of civilians and vehicles to spawn per each civilian and vehicle type
    • New: Civilian init and killed eh can be extended by the user with custom code (in civPopCustom\)
    • New: Killed civilians will decrease the overall population of the town they belong to
    • New: Works in MP (but not traffic)
    • New: Compatible with CoC Unified Artillery. Its artillery shells are included as activators, so they can populate the area they’re going to strike and cause civilian casualties
    • New: Areas that have had their population reduced due to assassinations will enter a panic state. While in that state the amount of walkers and population in general will be severely reduced
    • New: You can set your own activator objects (apart from the default ones)
    • New: Added definitions for: default civs new, default cops, VTE civs and respective vehicles. Also, Faceplant, Dr Pepper’s More civs, DMA Desert Civilians and Tonal civs.
    • Other: Several minor corrections and tweaks


    As you can see, now you can shell civilians at will, if that's your thing. Among other new features. If you use other methods for artillery other than CoC UA you can also make all this work by creating a game logic when a call for arty is done and place it on the target. Then add it to civPop as an activator this way: civPop set [24, (civPop select 24) + [<game logic>]]. You should remove it after the shelling is done, this way: civPop set [24, (civPop select 24) - [<game logic>]]

    While I've updated this today the update was actually created weeks ago, so I'm not sure if I missed something in the changelog. Anyway, if you have any question or bug report feel free to post it here.

    I also need to rewrite some stuff from the first post regarding instructions and such. I'll do that later.

    Oh, and it now works in MP too. Except for the traffic.
    Last edited by kenoxite; Feb 16 2013 at 13:14.

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