Update. I think this is, if appropriate, at a point where it could be submitted for approval by OFPEC?
Not sure what that process is, though.
Feedback seems good, and it seems pretty error-free.
http://forums.bistudio.com/showthread.php?t=90435Download link is:
http://www.mediafire.com/file/moy5e2zmz0h/JTD_ACTON_01e.7zAdded ability for mission makers to force settings. By placing a game logic with certain global variables set, it will override the hpp values:
JTD_percSpawn = JTD_ACTON_percent;
JTD_maxSpawn = JTD_ACTON_max;
JTD_maxCargo = JTD_ACTON_maxCargo;
JTD_minCargo = JTD_ACTON_minCargo;
JTD_civAK = JTD_ACTON_civAK;
JTD_civArray = JTD_ACTON_civs;
JTD_cars = JTD_ACTON_DEFAULT_vehicles;
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This is (IMHO) a beta-quality Ambient Civilian Traffic module.
(Posting link in case there are still issues with the board's attachments.)
This will be version 1104.
http://www.mediafire.com/file/gjmw2oekjza/JTD_ACTON1104.zipI want to change the icon (have one almost ready), and figure out what issues/tweaks there may be.
The zip has 2 files, the pbo and the hpp. The pbo goes into the \addons\ subfolder of your choice (ideally, @JTD\addons\)
and the hpp goes into \userconfig\JTD\ just like the FireAndSmoke addon uses.
The hpp has the following user-customizable parameters. (Unlikely anyone will really tweak these, but you never know.)
//Config settings for JTD_ACTON - ambient civilian traffic module.
// define percentage (zero to 1) of ALICE-spawned civs that will spawn traffic
// value greater than 1 becomes 1
// default is 1
#define JTD_ACTON_percent 1
// Traffic maximum concurrent vehicles allowed.
// default 50
#define JTD_ACTON_max 50
// Max cargo allowed percentage (zero to 1) - will modify randomization of cargo amount
// default 1
#define JTD_ACTON_maxCargo 1
// Minimum cargo allowed percentage (zero to 1) - will modify randomization of cargo amount
// default 0
#define JTD_ACTON_minCargo 0
// default vehicles
// can add custom vehicles by adding the "name"
// note that if you add a vehicle with a "crew" (like a military vehicle) the entire crew will spawn
#define JTD_ACTON_DEFAULT_vehicles ["Ikarus", "hilux1_civil_1_open", "hilux1_civil_2_covered", "hilux1_civil_3_open", "Lada1", "Lada2", "LadaLM", "car_hatchback", "car_sedan", "datsun1_civil_1_open", "datsun1_civil_2_covered", "datsun1_civil_3_open", "Skoda", "SkodaBlue","SkodaRed", "SkodaGreen", "tractor", "tractorOld", "UralCivil", "UralCivil2", "VWGolf", "TT650_Civ"]
// default civilians
// can add custom civs by adding the "name"
#define JTD_ACTON_civs ["Assistant", "Citizen4", "Profiteer2", "Functionary1", "Functionary2", "Citizen1", "Citizen2", "Citizen3", "Doctor", "Profiteer1", "Profiteer3", "Profiteer4", "RU_Assistant", "Rocker1", "Rocker2", "Rocker3", "Rocker4", "SchoolTeacher", "Villager1", "Villager2", "Villager3", "Villager4", "Woodlander1", "Woodlander2", "Woodlander3", "Woodlander4", "Worker1", "Worker2", "Worker3", "Worker4"]
// Define percentage (zero to 1) of time spawned civ will be armed with AK
// default is .5; make 0 if no civs to be armed
#define JTD_ACTON_civAK .5
Couple things - I had to create an array of civilians because the BIS function spawnGroup doesn't appear to spawn civilians.
http://forums.bistudio.com/showthread.php?t=89751Beware - as we know, the drivers education courses in Chernarus leave much to be desired:
And yes, you can arm some of the civilians.
In most places where there is conflict, the civilians at least have access to some kind of firearm (usually an AK). At this point, this only affects the civs spawned for the vehicles, but I've used it in a different context to arm ALICE civs.
Sometimes they get out of their vehicles:
Also, there is a likelihood that some of the passenger seats will also be occupied by riders. Carpooling is important for the environment, even in Chernarus.
Otherwise, it is pretty simple.
Place the ALICE module. Place the JTD Ambient Civilian Traffic module. Go from city to city and see the civs drive around.
There are certain things logged to the rpt.
Feedback welcome.
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Also:
It probably requires CBA/XEH. I used DMarkwick's FireAndSmoke addon for a bunch of stuff, and his requires it. And, if you don't have it anyway, you probably should.
It *MIGHT* actually be MP compatible out of the box. Should be run on the server, as if it is run on a client, it should exit without doing anything (or more accurately, only execute the substantive parts if it is being run on a server).
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Thanks/credits:
JTD
-- DMarkwick
-- ReconPathFinder
-- TRexian
OFPEC
SNKMAN for his posts about the module config
Rommel @ OFPEC for ideas