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Thread: Ambient Civilian/Civilian Vehicles

  1. #1
    Private First Class
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    Ambient Civilian/Civilian Vehicles

    Hey there, I was wondering, after fooling around in the editor a bit, if it was possible to edit the module settings a bit to make more civilians and have it so the civilian vehicle module has actual driving vehicles as well as parked ones. I did browse through these forums before posting this, but I had no luck finding anything. Help would be very appreciated!

  2. #2
    First Lieutenant Manzilla's Avatar
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    I was just wondering the same thing. Not just for Civilians but for stuff like airstrikes(amount available, vehicle used for the strike, etc.) and transport, artillery, etc. There's gotta be an easy way to tweak the modules settings but I ain't smart enough to figure it out.... yet.

    Damn, these module things seem pretty damn nice to have. I just gotta get familiar with the setup and such.
    (God damn bananas..... again)

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  3. #3
    Did anyone find out what command should be added in the init field of the Ambient Civilian Module in order to increase the population?

    I checked the Wiki about ALICE but i can't make much of it, since i'm no expert in editing. I'd appreciate some help too.

    Thanks!
    When the pin is pulled, Mr. Grenade is not our friend.

  4. #4
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    I think that you have to play with the civilianCount variable on the Ambient Civ module.
    Code:
    //--- Civilian count
    _civilianCount = if (isnil {_logic getvariable "civilianCount"}) then {"round (2 * (sqrt %1))"} else {_logic getvariable "civilianCount";};
    _logic setvariable ["civilianCount",_civilianCount,true];
    would give something like:
    Code:
    this setVariable ["civilianCount",10];
    Also the main problem you'll meet using the Init part is that you cannot interact on the spawned civilian itself.
    Last edited by Benny.; Jun 21 2009 at 20:34.

  5. #5
    I typed "this setVariable ["civilianCount",10]" in the init but nothing changed...

  6.   This is the last Developer post in this thread.   #6
    civilianCount variable have to be type of string, not number. It's formula which serves for calculating number of civilians depending on number of houses.

    More info on Biki:
    http://community.bistudio.com/wiki/A...nal_parameters
    civilianCount = <string>; - formula on which basis system calculates number of civilians for locations. %1 is number of buildings with door (memory points called "AIDoor1", "AIDoor2", ...) in 500 metres from location.

    Example: BIS_alice_mainscope setvariable ["civilianCount","round (%1 / 10)"];
    Default value (and recommended): "round (2 * (sqrt %1))"
    So if you use default value and system find 100 houses in area, formule will be "round (2 * (sqrt 100))" = "round (2 * 10)" = 20

    If you don't want to set precise number of civilians no matter how large town is, you can set it in string:
    Code:
    this setVariable ["civilianCount","10"];
    Alpha is alpha.

  7. #7
    Quote Originally Posted by Gaia View Post
    civilianCount variable have to be type of string, not number. It's formula which serves for calculating number of civilians depending on number of houses.

    More info on Biki:
    http://community.bistudio.com/wiki/A...nal_parameters


    So if you use default value and system find 100 houses in area, formule will be "round (2 * (sqrt 100))" = "round (2 * 10)" = 20

    If you don't want to set precise number of civilians no matter how large town is, you can set it in string:
    Code:
    this setVariable ["civilianCount","10"];
    In the link you posted it says to go into F1>Units>Game Logic>Modules>Ambient Life, however i only have the option to place a object or a location. So mine goes like this, F1>Units>Game Logic>Locations or Objects, no modules.

  8. #8
    Quote Originally Posted by Barnaby View Post
    In the link you posted it says to go into F1>Units>Game Logic>Modules>Ambient Life, however i only have the option to place a object or a location. So mine goes like this, F1>Units>Game Logic>Locations or Objects, no modules.
    After 1.02 modules were moved to F7.

    @ NuclearDruid: With the civilian vehicles module the civs do get in and drive the vehicles on occasion. I have seen this a few times but it is quite rare.
    Cheers,
    Stewart.
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  9. #9
    right now I am making a mission, but I would like to see 50-100 people around me at one time (in the major cities). is this posible with the ambeint civ script?

  10. #10
    how do you use the optional parameters? do you put it in external script or you can use the init line?

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