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Civilian Interaction Module (beta)


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#1 Nielsen

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Posted 26 November 2011 - 02:28 PM

(CIM) Civilian Interaction Module(s)


By: Nielsen

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Updated to v.0.22 (Hotfix: More CRM Readme errors)




DISCLAIMER: This is more of an addon than a mod. I use the 'module' designation because the addon adds new modules to the editor. Be adviced that the addon is released as a BETA, and as such I provide no guarantees of functionality or against adverse effects. This addon should work well in hosted MP environments but it might not be fully compatible with dedicated servers yet. The point of release is to get some feedback that might help improve the addon. Also, I would like to make it clear that I do not consider myself a skilled coder, and my approach is probably not the best one.

Description:
This addon adds three modules to the editor called the ‘(CIM) Civilian Interaction Module’, the '(CIM) Civilian Extraction Module' and the '(CIM) Civilian Reaction Module'. When placed on the map the 'Interaction Module' allows players to order civilians to the ground, inside houses or out of the area or vehicle in a second. Players can also search and key-cuff civilians or detain them. The 'Extraction Module' lets players extract detained civilians in a chopper via radio call, and also allows for smoke marked LZ. The 'Reaction Module' can generate different civilian events (for ambience) at will, or at predefined locations. It also has a feature that will add certain "evidence" items to random (un-searched) civilians around the players.

How to use:
Install the addon like you would any mod - using modfolders of course. For a quick setup, open the editor and hit 'F7'. Place the '(CIM) Civilian Interaction Module' on the map on a flat spot far away from the action. When in game hold the CIM-Key (default:left shift) and view available commands in the action menu. The 'Extraction-' and the 'Reaction Module' needs to be synchronized (F5) with the group leader(s).
For a more detailed explanation of use and customizable setup see the included readme.
For a short video tutorial on how to set it up, look here.

Features:
- Verbal commands for ordering civilians about
- Physical actions for searching and subduing civilians
- Helicopter extraction of detained civilians
- Script to mark LZ's with smoke for pinpoint extractions.
- Spawning of ambient civilian events
- Makes random civilians have "evidence"
- Custom sounds
- Global arrays and customizable parameters for mission maker convenience
- Works with ALICE
- works with surrendered units (thank you stupidwhitekid75 for pointing this out to me)
- Works with ACE2, Reezo's EOD mod, and nearly any other mod
- SP and MP compatible (not working on dedicated yet)

Requirements:
- Arma 2 CO
- CBA

Known issues:
- Because of hardcoded limitations, female civilians will not display animation when key-cuffed. However, they will still be completely passive.
- Because the action menu cannot be used while holding 'left ctrl' it is not suitable as CIM-Key.
- Smoke in the CRM "gathering" event does not work on clients yet. (No idea why. And I do know that it is a local effect)
- The 'Reaction module' currently requires that the 'Interaction module' is also present.

Credits:
• Reezo – for his epic EOD-mod which inspired this module.
• SHK – for providing his SHK_Pos function (used in CIM) and for being very helpful on the forums.
• JohnnyDust – for helping out with testing and suggestions, and for covering my six.
• Clements, Sickem and Inspired Media - For recording and editing of videos/tutorials (thanks guys).
• Pellejones and SSG (www.ssg-clan.se) – for testing and advice on dedicated servers.
• Ruebe – for taking time to help out on the forums.
• LAxemann, Feint, YayForLife, UGLY58, Zwobot, Clements, Raptor 6 Actual – for reporting bugs.
• Sickboy - for creating CBA
• Armaholic.com – for hosting my (and all other) mod(s).
• BIS, ACE2 team and the community – for making this game timeless and priceless.

License and copyright:
People are free to change this to their needs. If you are planning on changing this addon and releasing it as your own, I request that you contact me first, and of course that you credit me where it is appropriate. In the end, as long as I get credit for my work, you can pretty much do whatever you want with it.

Changelog:
Spoiler


Download:
Beta v. 0.22: https://rapidshare.c...Nielsen_CIM.rar

I hope you enjoy and have fun trying this out. Let me know what you think.

Kind regards,
Nielsen

Edited by Nielsen, 16 December 2011 - 06:32 AM.
New version out


#2 .kju -PvPscene-

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Posted 26 November 2011 - 04:11 PM

please upload to a decent mirror like
http://www.file-upload.net/
http://ifile.it/
https://rapidshare.com/

that aside sounds interesting and good release post. thanks



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#3 Nielsen

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Posted 26 November 2011 - 09:04 PM

I figured that with such a small filesize it would not matter much. But no worries, rapidshare link added :)

#4 Foxhound

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Posted 26 November 2011 - 09:17 PM

Release frontpaged on the Armaholic homepage.

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Civilian Interaction Module

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Community Base Addons
Arma 2


Visit Armaholic.com | Visit Carriercommandaholic.com
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Public FTP available, just check the Armaholic.com FAQ.

HMM........wonder what it is huh?

#5 MugAben

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Posted 26 November 2011 - 09:49 PM

Sounds freaking awesome.

Is it ALICE compatible? :)

#6 Nielsen

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Posted 26 November 2011 - 09:55 PM

@Foxhound: Thanks. You work fast :)

@MugAben: Thanks man. Yes it is. It works with more or less any civilians. :)

Edited by Nielsen, 26 November 2011 - 10:00 PM.


#7 That guy

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Posted 26 November 2011 - 10:23 PM

wow this looks amazing! i am going to try and tinker around with it


thanks!

I am having trouble with setting a different key for interaction. the PDF versions has the lines needed, but they are not copyable, were as the text version does not have the commands at all

i am trying to get the DIK code thing to work, but i cant get it too. keeps telling me invalid variable

0=findDisplay 46 displayaddeventhandler [“keydown”,”hint format ['%1',_this select 1];”];

is there a way to add in were the key is mapped to an out of game config file? like have the config file in the addons folder or something? that way the key is not slaved to the whims of the mission maker. since i use my shift key as sprint, makes for very awkward handling :P
i would like to switch the key to left CTRL

Edited by That guy, 26 November 2011 - 10:50 PM.

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#8 ArmAriffic

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Posted 26 November 2011 - 11:08 PM

this is awesome, nice work

#9 Nielsen

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Posted 26 November 2011 - 11:09 PM

Make sure you run the command in an activation field and not an init field. It has to be run after mission start, so launching it in init will not work. Other than that, the "" might be twisted by the forum font. I think I've seen that before. The command you posted look right.

I see your problem. I first set default to left control, but realized that when ctrl is held the action menu is not available. I thought about using left alt, as I have trackIR that would work. But I ended up going with left shift because it is within reach, and because it is tied to run/walk it works nice when standing still. Of course it can be a problem when moving depending on the setup. I am open to better ideas for a default key.

But:
0 = findDisplay 46 displayaddeventhandler ["keydown","hint format ['%1',_this select 1];"];
Should tell you the DIK-code of a pushed key if run after mission start.

I use a "CIM-Key" because I hate cluttering up the action menu. I thought that would be a better way of making it less intrusive. But action menu seemed like the only way to make this work. A dialog would have frozen the player. Way to dangerous with suicidebombers around. I think a required key is a good compromise, I just hope it does not seem over the top.

EDIT: Fixed command line :o

EDIT2: I'm not sure how to make the CIM-Key local. It would obviously be a cool thing, so I would like to do it, but right now I'm not entirely sure how.

Edited by Nielsen, 26 November 2011 - 11:19 PM.


#10 Wire

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Posted 26 November 2011 - 11:20 PM

Mate, I have to say this is one brilliant addon!
Ive been creating SF HVT arrest operations and missions but have always been bogged down with unpredictable AI and scripts that fail. This mod answers everything ive been ragging my brain over. Thanks!

Keep up the great work!

#11 mattyfo

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Posted 26 November 2011 - 11:28 PM

I can't seem to get mine to work. I added the mod and I see it in the modules list, I add it to my mission away from the battlefield. But once I'm in game, I'll press shift and nothing happens at all. I tried changing the key to something else still nothing!!! I don't know why it isn't working!

#12 Nielsen

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Posted 26 November 2011 - 11:33 PM

I can't seem to get mine to work. I added the mod and I see it in the modules list, I add it to my mission away from the battlefield. But once I'm in game, I'll press shift and nothing happens at all. I tried changing the key to something else still nothing!!! I don't know why it isn't working!


Hmm. That is strange. Are you also using the mouse scrollwheel to go through your action menu? You have to scroll while holding left shift.

#13 Laqueesha

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Posted 26 November 2011 - 11:37 PM

I've been waiting for something like this for a while now. BIS stated that civilian interactions would be key in the game, but before this module, all you could do is pretty much say hello and ask them about the weather.

This module takes interacting with the locals to a whole new level.

Keep up the great work!

Edited by Laqueesha, 26 November 2011 - 11:52 PM.

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#14 stupidwhitekid75

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Posted 27 November 2011 - 12:44 AM

Downloaded this today, it is really awesome. Out of curiosity, I set up a large battle and placed the surrender module along with your interaction one. During the firefight only one enemy surrendered, however I was able to use all the same commands on him that I would for the civilians..within a minute or two he was arrested, put on the black hawk, and sent on his way!

If you ever plan on furthering this, maybe you could tweak AI surrendering so that it works better than BI's current module and allows both players and AI alike to surrender, capture, and exfil enemy combatants. I could also see this working as a great MEDEVAC feature too..load the wounded up onto the black hawk and transport them off to a hospital. Very realistic. Just some input though, once again thanks for this, its great!

#15 That guy

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Posted 27 November 2011 - 02:03 AM

after some testing, i have to say this is quite amazing!

anyway, for some reason i cant get the ctrl key to work as the activation key, but the alt key does. odd

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#16 ArmAriffic

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Posted 27 November 2011 - 02:46 AM

I can't seem to get mine to work. I added the mod and I see it in the modules list, I add it to my mission away from the battlefield. But once I'm in game, I'll press shift and nothing happens at all. I tried changing the key to something else still nothing!!! I don't know why it isn't working!


hold left shift and look at your action menu

#17 Nielsen

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Posted 27 November 2011 - 05:18 AM

Thanks for all the kind words. I really appreciate it.

This module takes interacting with the locals to a whole new level.

Or at least it makes the bare minimum of combat interaction possible :D

after some testing, i have to say this is quite amazing!

anyway, for some reason i cant get the ctrl key to work as the activation key, but the alt key does. odd

Thanks for the feedback. Yeah I know about the ctrl key. That was my first pick. Not sure if it is only a matter of taking care of control options ingame (e.g. reassigning the target button or something) or if it is hardcoded. The way I see it right now shift or alt seems to be the best options for quick use. Both have pros and cons though.

During the firefight only one enemy surrendered, however I was able to use all the same commands on him that I would for the civilians..within a minute or two he was arrested, put on the black hawk, and sent on his way!


Great stuff! I had not thought of that. I think it is because the surrender module makes them "setCaptive" and that in turn makes them civilian. That is a cool bonus effect. Actually, I'll add it as a feature so people know that it works. Thanks for pointing it out! :).

Edited by Nielsen, 27 November 2011 - 05:54 AM.


#18 panda123

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Posted 27 November 2011 - 09:48 AM

Amazing mod thanks :)

one bug I've seen when I drop a smoke the helicopter doesn't land but fly back to its initial position. My suggestion if it's possible to add an option where the helicopter I want it land by clik-map or somethingelse.

Really big thanks this mod give us all a better realistic immersion for the game.

(sorry for my poor english I am non-native english speaker)

#19 Pauliesss

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Posted 27 November 2011 - 10:49 AM

Thanks, sounds interesting, will try this. :cool:

#20 zwobot

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Posted 27 November 2011 - 12:09 PM

Very intersting.

Two questions:
1. Do released civilians re-join their original group they were in before arresting them?
2. (More of a feature request: ) would it be possible to use this module to fix the broken standard conversations (Location? Targets? Weather? ...) between player and AI?


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